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There is a Legacy version here.

PFS StandardWraith

Wraiths are malevolent undead who drain life and shun light. Their shadowy forms are covered by insubstantial robes that they wear like a badge of office and marked with peering eyes that reflect their judgment of the living. A wraith can be created by foul magic or direct exposure to the Void, but more often they are the result of death on a tragic scale. When a tragedy is too great for even reality to witness, a temporary manifestation of the Void can leave behind countless wraiths in a horde of darkness. A wraith's existence is one of emptiness and need, with a desire to call others to the same emptiness exemplified by the Void.

Wraiths can haunt any location where they can safely interact with the living, looking for those worthy to become new wraiths and disposing of the rest, 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' opinions on who is worthy vary, but they typically choose those closest to the Void already, whether from a metaphysical connection or exposure to countless deaths. A new wraith created this way carries these aspects, with the rest of their personality warped or scoured away by exposure to the Void.

Wraiths gather 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 rituals. In these places, the living do well to keep to the light. 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.

Recall Knowledge - Undead (Religion): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17

Elite | Normal | Weak
Proficiency without Level

WraithCreature 6

Medium Incorporeal Undead Unholy Wraith 
Source Monster Core pg. 351
Perception +14; darkvision, lifesense 60 feet
Languages Common, Necril
Skills Acrobatics +12, Diplomacy +13, Intimidation +15, Stealth +16
Str -5, Dex +4, Con +0, Int +2, Wis +2, Cha +5
AC 24; Fort +8, Ref +14, Will +14
HP 80 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical)
Sunlight Powerlessness While in sunlight, a wraith is blinded and slowed 2.
Speed fly 40 feet
Melee [one-action] wraith touch +17 [+13/+9] (agile, divine, finesse, void), Damage 3d8 voidGrip of Fear [two-actions] (emotion, fear, mental, nonlethal) The wraith reaches into an adjacent creature's chest, gripping their heart. The target takes 6d6 mental damage with a DC 24 basic Will save. On a critical failure, the creature is also paralyzed until the start of the wraith's next turn.Robes of Welcome [one-action] (divine, void) Frequency once per round; Effect The wraith wraps its robes around an adjacent living creature, exposing it to void's embrace. If any creature is cursed by the wraith's void's embrace, the wraith can't impose void's embrace on another creature.Void's Embrace (curse, death, divine, void) If the victim succeeds at a saving throw against this curse while in sunlight, the curse ends. While you have this curse, you bypass the resistance of the wraith that cursed you; Saving Throw DC 24 Will; Stage 1 the victim is dazzled in any light (1 hour); Stage 2 the victim gains lifesense 30 feet but is blinded in any light (1 hour); Stage 3 as stage 2, but the creature also has void healing (1 hour); Stage 4 the victim becomes unconscious and can't awaken (1 day); Stage 5 the creature dies and becomes a wraith, its body crumbling to ash

All Monsters in "Wraith"

NameLevel
Aiudara Wraith18
Dread Wraith9
Wraith, Smog9
Wraith6

Wraith

Source Bestiary pg. 335
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. They're among the ruling class in Geb, but have greater numbers in Ustalav, where packs of wraiths roam graveyards and misty trails, consuming the populations of entire villages. 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.