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Aiudara Wraith

Dahak’s influence in Alseta’s Landing created a soul-draining effect that slays unprotected creatures within, transforming them into ghostly creatures known as aiudara wraiths, but these rare undead can rise within modern aiudara portals as well. Each time an individual travels through an aiudara, there’s a chance their passage could leave a faint imprint of their subconscious in the network. Normally this imprint simply fades away, but when an aiudara is damaged or the individual is suffering from necromantic contagions, these imprints can accumulate and, in time, coalesce on the Astral Plane or within Alseta’s Landing as a full-fledged aiudara wraith. The wraith is forced to live with an incomplete sense of self, always seeking its own memories and swiftly growing violent and vengeful as its quest to reclaim these ephemeral notions constantly meets with failure.

Recall Knowledge - Astral (Occultism): DC 43
Recall Knowledge - Undead (Religion): DC 43

Elite | Normal | Weak

Aiudara WraithCreature 18

RareNEMediumAstralIncorporealUndeadWraith
Source Pathfinder #150: Broken Promises pg. 78
Perception +33; darkvision, lifesense 60 feet
Languages Common, Elven, Necril
Skills Acrobatics +35, Arcana +31, Stealth +35
Str -5, Dex +9, Con +5, Int +0, Wis +7, Cha +8
AC 45; Fort +33, Ref +37, Will +33
HP 300 (negative healing); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 15 (except force, ghost touch, or positive; double resistance vs. non-magical)
Teleportation Attachment ReactionReaction (conjuration, teleportation) Trigger A creature within 60 feet uses a teleportation effect; Effect The aiudara wraith teleports with the creature, arriving in an empty space of its choice adjacent to the triggering creature’s destination. If the triggering effect targets multiple creatures, the aiudara wraith chooses which creature it arrives beside.
Speed fly 60 feet; instantaneous movement
Melee Single ActionSingle Action spectral hand +35 [+31/+27] (agile, finesse, magical), Damage 4d10+16 force plus dimensional shunt and drain lifeDimensional Shunt (arcane, conjuration, teleportation) The aiudara wraith’s touch displaces creatures and flings them through space. The creature must attempt a DC 40 Fortitude save.
Critical Success The creature is unaffected and becomes temporarily immune to dimensional shunt for 1 minute.
Success The creature is pushed 5 feet in a random direction.
Failure The creature is teleported 20 feet in a direction of the aiudara wraith’s choice.
Critical Failure As failure, but the creature is also stunned 2.
Drain Life (arcane, necromancy) When an aiudara wraith damages a living creature with its spectral hand Strike, the aiudara wraith gains 18 temporary Hit Points and the target must succeed at a DC 40 Fortitude save or become drained 1 and stupefied 1 as long as it is drained. Further damage dealt by the aiudara wraith’s spectral hand Strikes increases the value of the drained and stupefied conditions by 1 each on a failed save, to a maximum of 10 for both.Instantaneous Movement (arcane, conjuration, teleportation) An aiudara wraith moves by means of localized teleportation. An aiudara wraith’s Stride does not have the move trait. When an aiudara wraith Strides, it reaches its destination within the range of its Speed immediately.

Sidebar - Additional Lore Draining Memories

Aiudara wraiths hunger for memories that they feel they once owned but, in fact, never had at all. Their life-draining touch saps physical and mental energy alike, and those who suffer this effect and become stupefied report feelings of forgetfulness and unnerving incidents of temporary, highly localized amnesia.

All Monsters in "Wraith"

NameLevel
Aiudara Wraith18
Dread Wraith9
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.