Merfolk Wraith
Medium Undead — CR 3
- 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
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
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
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