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Elder Wyrmwraith

Wyrmwraiths rise from the souls of dragons who refuse to accept death or have an irrational fear of the afterlife.

Recall Knowledge - Dragon (Arcana): DC 51
Recall Knowledge - Undead (Religion): DC 51
Unspecific Lore: DC 49
Specific Lore: DC 46

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Elder WyrmwraithCreature 24

Legacy Content

Rare CE Gargantuan Dragon Incorporeal Undead Wraith 
Source Pathfinder #150: Broken Promises pg. 85, Bestiary 3 pg. 297; There is a more recent version of this monster. Click here to view.
Perception +42; darkvision, lifesense 120 feet
Languages Common, Draconic, Necril
Skills Acrobatics +40, Arcana +40, Intimidation +45, Religion +45, Stealth +45
Str -5, Dex +11, Con +0, Int +9, Wis +9, Cha +11
AC 51; Fort +34, Ref +40, Will +44
HP 480 (negative healing); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 25 (except force, ghost touch, or positive; double resistance vs. non-magical)
Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 48 Sunlight Powerlessness A wyrmwraith in sunlight is clumsy 2 and stunned 2. Positive Energy Transfer [reaction] (divine, conjuration) Trigger The wyrmwraith succeeds at a saving throw to resist positive damage, but still takes damage from that effect; Effect The wyrmwraith transfers all positive damage from the effect to a single undead creature of its choice that it controls within 120 feet.
Speed 50 feet, fly 100 feet
Melee [one-action] spectral jaws +44 [+39/+34] (reach 20 feet), Damage 9d8+2+8 negative plus drain lifeMelee [one-action] spectral claw +44 [+40/+36] (agile, reach 15 feet), Damage 9d6+2+8 negative plus divine dispelling and drain lifeDivine Innate Spells DC 48, attack +44 (+4 dmg); 10th miracle; 8th charm (undead targets only); 7th divine wrath (x3), finger of death; 6th vampiric exsanguination; 4th charm (x3; undead targets only), darkness; 3rd bind undead (at will)
Divine Rituals DC 48 (+4 dmg); 10th create undead, imprisonment
Breath Weapon [two-actions] (divine, necromancy, negative) The elder wyrmwraith unleashes a burst of negative energy that deals 24d6 negative damage to all creatures in a 90-foot cone (DC 48 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds.Consume Souls [two-actions] (divine, death, necromancy) The elder wyrmwraith inhales sharply, sucking in the souls of nearby creatures. Each creature in a 60-foot cone must attempt a DC 48 Will save. The elder wyrmwraith can’t Consume Souls again for 1d4 rounds.
Critical Success The creature is unaffected.
Success The creature gains doomed 1.
Failure The creature gains doomed 2 and takes 100 negative damage.
Critical Failure The creature is slain. As long as the wyrmwraith still exists, the slain creature cannot be returned to life through any means.
Divine Dispelling (abjuration, divine) An elder wyrmwraith’s claws rend divine magic. Whenever an elder wyrmwraith hits a creature with one of its spectral claws, the elder wyrmwraith can attempt a Religion check to counteract an ongoing divine spell effect (of spell level 8th or lower) on the creature.Drain Life (divine, necromancy) When an elder wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw Strike, the elder wyrmwraith gains 24 temporary Hit Points, and the creature must succeed at a DC 48 Fortitude save or become drained 2. Further damage dealt by the elder wyrmwraith’s spectral jaws or spectral claws Strikes increases the value of the drained condition by 2 on a failed save, to a maximum of drained 14.Draconic Frenzy [two-actions] The elder wyrmwraith makes two claw Strikes and one jaws Strike in any order.Ectoplasmic Form [one-action] (divine, necromancy) An elder wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The elder wyrmwraith loses the incorporeal trait for 1d4 rounds, though it can return to its incorporeal form as a free action before then. Once this ability ends, the elder wyrmwraith can’t use this ability again for 1d4 rounds. While in ectoplasmic form, the elder wyrmwraith’s AC increases to 52 and it gains 125 temporary Hit Points. It loses its immunity to non-magical attacks and precision damage, as well as its resistance to all damage. Its claw and jaws Strikes deal slashing and piercing damage, respectively, instead of negative damage.Phase Lurch [one-action] (divine, move) Requirements The elder wyrmwraith is in ectoplasmic form; Effect As the Stride action, but the elder wyrmwraith can pass through walls or material obstacles as though it were incorporeal. It must begin and end its movement outside of any physical obstacles, and passing through solid material is difficult terrain.

All Monsters in "Wyrmwraith"

NameLevel
Elder Wyrmwraith23
Wyrmwraith17

Wyrmwraith

Source Bestiary 3 pg. 296
Wyrmwraiths rise from the souls of dragons who refuse to accept death or have an irrational fear of the afterlife.

Sidebar - Additional Lore Ancient Wyrmwraiths

The most powerful wyrmwraiths survive for millennia, typically by hiding in remote caverns or wastelands and enacting their far-reaching plots through proxies. Some elder wyrmwraiths dedicate themselves to the pursuit of learning, but they typically only crave knowledge that grants advantages against their enemies.

Sidebar - Additional Lore Elder Wyrmwraiths

The most powerful of these monsters, elder wyrmwraiths, sometimes form spontaneously from legendary dragons who were haunted with an irrational fear of the afterlife, but most are wyrmwraiths who have grown in power during an existence of well over a thousand years. The most powerful wyrmwraiths survive for millennia, typically by hiding away in remote caverns or wastelands and enacting their far-reaching plots through proxies. Some elder wyrmwraiths dedicate themselves to the pursuit of learning, but typically the only knowledge they crave is that which grants advantages against their enemies.