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Wraith, Smog

Clouds of choking fumes and toxic smog continuously shroud these potent undead. They constantly belch forth noxious vapors and find great humor in the death of creatures too weak to resist their vile fumes. These fetid vapors are so dense the corpses of a smog wraith's victims can float among them.

Though it's possible to create smog wraiths through necromancy, most are the result of industrialists, inventors, and polluters who in life relished opportunities to exploit nature for profit, power, or prestige. In death, these wretched souls can rise as smog wraiths to continue their spoliation.

Recall Knowledge - Undead (Religion): DC 28
Unspecific Lore: DC 26
Specific Lore: DC 23

Elite | Normal | Weak
Proficiency without Level

Smog WraithCreature 9

Uncommon NE Medium Incorporeal Undead Wraith 
Source Pathfinder #180: The Smoking Gun pg. 84
Perception +19; darkvision, lifesense 60 feet
Languages Common, Necril
Skills Deception +20, Nature +19, Stealth +19
Str -5, Dex +4, Con +6, Int +3, Wis +6, Cha +4
Floating Corpses A smog wraith's victims are imbued with an eerie buoyancy; corpses of such creatures float up to 30 feet in the air while inside the wraith's noxious smog aura, though the wraith has no control over the corpse's movement.
AC 27; Fort +17, Ref +17, Will +21; +1 status to all saves vs. positive
HP 110 (negative healing); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 10 (except force, ghost touch, or positive; double resistance vs. non-magical)
Noxious Smog (aura, conjuration, poison) 30 feet. Creatures within the aura are concealed, and creatures outside the aura are concealed to creatures within it. A creature that ends its turn within the aura must attempt a DC 25 Fortitude save. Critical Success The creature is unaffected. Success The creature is sickened 1. Failure The creature is sickened 1 and slowed 1 while within the cloud. Critical Failure The creature is sickened 2 and slowed 1 while within the cloud.Sunlight Powerlessness A smog wraith caught in sunlight is stunned 2 and clumsy 2.
Speed fly 60 feet
Melee [one-action] noxious hand +21 [+16/+11] (finesse), Damage 3d6+9 poisonSmog Wraith Spawn (divine, necromancy) A living humanoid slain by a smog wraith's noxious hand Strike rises as a smog wraith spawn after 1d4 rounds. This spawn is under the command of the smog wraith that killed it. It doesn't have noxious smog or smog wraith spawn and becomes clumsy 2 for as long as it's a smog wraith spawn. If the creator of the spawn dies, the spawn becomes a full-fledged, autonomous smog wraith; it regains its free will, gains smog wraith spawn and noxious smog, and is no longer clumsy

Sidebar - Related Creatures Smog Lords

In rare cases, evil druids slain by citydwelling foes rise as powerful smog wraiths called smog lords. These unholy beings wield all the usual powers of a smog wraith, as well as potent primal magic with which to wither and destroy civilization.

All Monsters in "Wraith"

Aiudara Wraith18
Dread Wraith9
Wraith, Smog9


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.