Merfolk Wraith

Medium Undead — CR 3

Realmshelps (RH)3.5
Hit Dice
1d12 (6 hp)
Initiative
+8
Speed
Fly 60 ft, Fly 60 ft. (perfect)
Armor Class
17
Base Attack / Grapple
+1
Attack
Incorporeal touch +1 melee Full Attack: Incorporeal touch +1 melee
DEX
18
INT
15
WIS
15
CHA
17
Fort / Ref / Will
+2 / +4 / +2
Challenge Rating
3
Alignment
Usually neutral evil

Special Abilities

Constitution draincreate spawn

Feats

Merfolk Wraith* (CR 3)

Medium Undead
Alignment: Usually neutral evil
Initiative: +8 (Dex, Improved Initiative); Senses: low-light vision, Listen +6, and Spot +6

AC: 17 (+4 Dexterity, +3 deflection),-, -
Hit Dice: 1d12 (6 hp)
Fort +2, Ref +4, Will +2 Speed: Fly 60 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +1; Grapple -
Attack: Incorporeal touch +1 melee
Full Attack: Incorporeal touch +1 melee
Damage: Incorporeal touch 1d4 and 1d6 Constitution drain
Special Attacks/Actions: Constitution drain, create spawn Abilities: Str -, Dex 18, Con -, Int 15, Wis 15, Cha 17
Special Qualities: Daylight powerlessness. incorporeal, undead, unnatural aura
Feats: Alertness; Improved Initiative
Skills: Listen +6 and Spot +6
Advancement: By character class Climate/Terrain: Any
Organization: Solitary, gang (2-5), or pack (6-11)
Treasure/Possessions: Standard

Description

Merfolk Wraith* (CR 3)

Medium Undead
Alignment: Usually neutral evil
Initiative: +8 (Dex, Improved Initiative); Senses: low-light vision, Listen +6, and Spot +6

AC: 17 (+4 Dexterity, +3 deflection),-, -
Hit Dice: 1d12 (6 hp)
Fort +2, Ref +4, Will +2 Speed: Fly 60 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +1; Grapple -
Attack: Incorporeal touch +1 melee
Full Attack: Incorporeal touch +1 melee
Damage: Incorporeal touch 1d4 and 1d6 Constitution drain
Special Attacks/Actions: Constitution drain, create spawn Abilities: Str -, Dex 18, Con -, Int 15, Wis 15, Cha 17
Special Qualities: Daylight powerlessness. incorporeal, undead, unnatural aura
Feats: Alertness; Improved Initiative
Skills: Listen +6 and Spot +6
Advancement: By character class Climate/Terrain: Any
Organization: Solitary, gang (2-5), or pack (6-11)
Treasure/Possessions: Standard

Combat

Merfolk Wraith* (CR 3)

Medium Undead
Alignment: Usually neutral evil
Initiative: +8 (Dex, Improved Initiative); Senses: low-light vision, Listen +6, and Spot +6

AC: 17 (+4 Dexterity, +3 deflection),-, -
Hit Dice: 1d12 (6 hp)
Fort +2, Ref +4, Will +2 Speed: Fly 60 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +1; Grapple -
Attack: Incorporeal touch +1 melee
Full Attack: Incorporeal touch +1 melee
Damage: Incorporeal touch 1d4 and 1d6 Constitution drain
Special Attacks/Actions: Constitution drain, create spawn Abilities: Str -, Dex 18, Con -, Int 15, Wis 15, Cha 17
Special Qualities: Daylight powerlessness. incorporeal, undead, unnatural aura
Feats: Alertness; Improved Initiative
Skills: Listen +6 and Spot +6
Advancement: By character class Climate/Terrain: Any
Organization: Solitary, gang (2-5), or pack (6-11)
Treasure/Possessions: Standard