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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 41
Recall Knowledge - Undead (Religion): DC 41

WyrmwraithCreature 17

Source Pathfinder #150: Broken Promises pg. 84
Perception +29; darkvision, lifesense 120 feet
Languages Common, Draconic, Necril
Skills Acrobatics +30, Arcana +30, Intimidation +33, Religion +33, Stealth +33
Str -5, Dex +9, Con +0, Int +7, Wis +7, Cha +9
AC 39; Fort +29, Ref +32, Will +32
HP 280 (negative healing); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 20 (except force, ghost touch, or positive; double resistance vs. non-magical)
Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 33
Sunlight Powerlessness A wyrmwraith in sunlight is clumsy 2 and stunned 2.
Positive Energy Transfer ReactionReaction (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 80 feet
Melee Single ActionSingle Action spectral jaws +33 [+28/+23] (reach 20 feet), Damage 7d8+8 negative plus drain lifeMelee Single ActionSingle Action spectral claw +33 [+29/+25] (agile, reach 15 feet), Damage 7d6+8 negative plus divine dispelling and drain lifeDivine Innate Spells DC 35, attack +33; 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 35; 8th create undead
Breath Weapon Two ActionsTwo Actions (divine, necromancy, negative) The wyrmwraith unleashes a burst of negative energy that deals 18d6 negative damage to all creatures in a 60-foot cone (DC 38 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds.Divine Dispelling (abjuration, divine) A wyrmwraith’s claws rend divine magic. Whenever a wyrmwraith hits a creature with one of its spectral claws, the wyrmwraith can attempt a Religion check to counteract an ongoing divine spell effect (of spell level 8th or lower) on the creature.Draconic Frenzy Two ActionsTwo Actions The wyrmwraith makes two claw Strikes and one jaws Strike in any order.Drain Life (divine, necromancy) When a wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw Strike, the wyrmwraith gains 18 temporary Hit Points, and the creature must succeed at a DC 38 Fortitude save or become drained 2. Further damage dealt by the 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 8.Ectoplasmic Form Single ActionSingle Action (divine, necromancy) A wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The 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 wyrmwraith can’t use this ability again for 1d4 rounds. While in ectoplasmic form, the wyrmwraith’s AC increases to 43 and it gains 100 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 Single ActionSingle Action (divine, move) Requirements The wyrmwraith is in ectoplasmic form; Effect As the Stride action, but the 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"

Elder Wyrmwraith23


Source Pathfinder #150: Broken Promises pg. 84
Wyrmwraiths rise from the souls of dragons who refuse to accept death or have an irrational fear of the afterlife.

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.