Evolved Wraith

Medium Undead (Incorporeal) — CR 6

Realmshelps (RH)3.5
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

AC: 16 (+3 Dex, +3 deflection), touch 16, flat-footed 13
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

AC: 16 (+3 Dex, +3 deflection), touch 16, flat-footed 13
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

AC: 16 (+3 Dex, +3 deflection), touch 16, flat-footed 13
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