Evolved Wraith
Medium Undead (Incorporeal) — CR 6
- Hit Dice
- 5d12 (32 hp)
- Initiative
- +7
- Speed
- Fly 60 ft, Fly 60 ft. (good)
- Armor Class
- 16, touch 16, flat-footed 13
- Base Attack / Grapple
- +2
- Attack
- Incorporeal touch +5 melee Full Attack: Incorporeal touch +5 melee
- DEX
- 16
- INT
- 14
- WIS
- 14
- CHA
- 17
- Fort / Ref / Will
- +1 / +4 / +6
- Challenge Rating
- 6
- Alignment
- Always lawful evil
Special Abilities
Constitution draincreate spawn
Feats
Evolved Wraith* (CR 6)
Medium Undead (Incorporeal)
Alignment: Always lawful evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +12, and Spot +12
Hit Dice: 5d12 (32 hp)
Fort +1, Ref +4, Will +6 Speed: Fly 60 ft. (good)
Space: 5 ft./5 ft.
Base Attack +2; Grapple -
Attack: Incorporeal touch +5 melee
Full Attack: Incorporeal touch +5 melee
Damage: Incorporeal touch 1d4 plus 1d6 Constitution drain
Special Attacks/Actions: Constitution drain, create spawn Abilities: Str -, Dex 16, Con -, Int 14, Wis 14, Cha 17
Special Qualities: daylight powerlessness, fast healing 3, incorporeal traits, spell-like ability, undead traits, unnatural aura, +2 turn resistance
Feats: Alertness; Blind-fight; Combat Reflexes; Improved Initiative
Skills: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, and Survival +2 (+4 following tracks)
Advancement: 6-10 HD (Medium) Climate/Terrain: Any
Organization: Solitary, gang (2-5), or pack (6-11)
Treasure/Possessions: None
Description
Evolved Wraith* (CR 6)
Medium Undead (Incorporeal)
Alignment: Always lawful evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +12, and Spot +12
Hit Dice: 5d12 (32 hp)
Fort +1, Ref +4, Will +6 Speed: Fly 60 ft. (good)
Space: 5 ft./5 ft.
Base Attack +2; Grapple -
Attack: Incorporeal touch +5 melee
Full Attack: Incorporeal touch +5 melee
Damage: Incorporeal touch 1d4 plus 1d6 Constitution drain
Special Attacks/Actions: Constitution drain, create spawn Abilities: Str -, Dex 16, Con -, Int 14, Wis 14, Cha 17
Special Qualities: daylight powerlessness, fast healing 3, incorporeal traits, spell-like ability, undead traits, unnatural aura, +2 turn resistance
Feats: Alertness; Blind-fight; Combat Reflexes; Improved Initiative
Skills: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, and Survival +2 (+4 following tracks)
Advancement: 6-10 HD (Medium) Climate/Terrain: Any
Organization: Solitary, gang (2-5), or pack (6-11)
Treasure/Possessions: None
Combat
Evolved Wraith* (CR 6)
Medium Undead (Incorporeal)
Alignment: Always lawful evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +12, and Spot +12
Hit Dice: 5d12 (32 hp)
Fort +1, Ref +4, Will +6 Speed: Fly 60 ft. (good)
Space: 5 ft./5 ft.
Base Attack +2; Grapple -
Attack: Incorporeal touch +5 melee
Full Attack: Incorporeal touch +5 melee
Damage: Incorporeal touch 1d4 plus 1d6 Constitution drain
Special Attacks/Actions: Constitution drain, create spawn Abilities: Str -, Dex 16, Con -, Int 14, Wis 14, Cha 17
Special Qualities: daylight powerlessness, fast healing 3, incorporeal traits, spell-like ability, undead traits, unnatural aura, +2 turn resistance
Feats: Alertness; Blind-fight; Combat Reflexes; Improved Initiative
Skills: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, and Survival +2 (+4 following tracks)
Advancement: 6-10 HD (Medium) Climate/Terrain: Any
Organization: Solitary, gang (2-5), or pack (6-11)
Treasure/Possessions: None