LE Medium Incorporeal Undead Wraith
Senses Perception +14; darkvision, lifesense 60 feet
Languages Common, Necril
Skills Acrobatics +14, Intimidation +15, Stealth +14
Str -5, Dex +4, Con +0, Int +2, Wis +2, Cha +5
Lifesense (divination, divine) Wraiths sense the vital essence of living and undead creatures within the listed range.
AC 24; Fort +8, Ref +14, Will +14; +1 status to all saves vs. positive
HP 80, negative Healing; Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, or positive; double resistance vs. non-magical)
Sunlight Powerlessness A wraith caught in sunlight is stunned 2 and clumsy 2.
Attack of Opportunity
Speed fly 40 feet
Melee spectral hand +17 (finesse), Damage 2d8+5 negative plus drain life
Drain Life (divine, necromancy) When the wraith damages a living creature with its spectral hand Strike, the wraith gains 5 temporary Hit Points and the creature must succeed at a DC 23 Fortitude save or become drained 1. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of drained 4.
Wraith Spawn (divine, necromancy) A living humanoid slain by a wraith's spectral hand Strike rises as a wraith spawn after 1d4 rounds. This wraith spawn is under the command of the wraith that killed it. It doesn't have drain life or wraith spawn and becomes clumsy 2 for as long as it is a wraith spawn. If the creator of the wraith spawn dies, the wraith spawn becomes a full-fledged, autonomous wraith; it regains its free will, gains Wraith Spawn, and is no longer clumsy.
Wraiths are malevolent undead who drain life and shun Light. Their shadowy, incorporeal forms are dotted with burning eyes that reflect their hatred for the living, and shadowy claws are weapon enough to steal the vitality from their enemies. A wraith may be created by foul necromancy, but more often they are the result of a hermitic murderer or mutilator who even in death could not give up their wicked ways. Further complicating the matter is the fact that wraiths multiply by consuming and transforming the living into more of their foul kind—meaning a handful of wraiths left unchecked can easily turn into a horde of darkness.
Wraiths weigh nothing and are unharmed by most physical attacks. They haunt any place where they can feed on the living, though their vulnerability to sunlight confines them to the shadowy places of the world—places where they can blend in seamlessly with their dark surroundings before Silently engulfing their prey.
Wraiths may form packs with others of their kind in places where death and mayhem are commonplace—countrysides ravaged by war, metropolitan underworlds run by criminal overlords, or sites of fiendish cultic rituals. In these places, the living do well to tread with sunrods and powerful clerics in tow. Ruins, sewers, and abandoned buildings provide sanctuary for wraiths during the day, as the creatures hunt exclusively at night or in dark places. Wraiths are smart enough to take advantage of their incorporeality in combat, so they keep to tortuous caverns or structures with hallways and avoid open areas.
As they're formed purely of anti-life from the Negative Energy Plane, wraiths pervade that unholy realm. Within nations and civilizations ruled by the undead, wraiths have places of power as assassins and spies. In other parts of the world, wraiths tend not to wander and limit their activity to smaller environs, typically just the site of their chosen haunting and its immediate surroundings.