The Dark Wraith
CR 14 XP: 38,400Advanced dread wraith sovereign
LE Medium undead (augmented human, evil, incorporeal)
Init +19; Senses darkvision 60 ft., lifesense 60 ft.; Perception +29
Aura unnatural aura (30 ft.), unnatural chill (30 ft., DC 28)
AC 37, touch 40, flat-footed 25 (+15 Dex, +1 dodge, +1 Wis, +10 deflection)
HP 264 (16d12+160)
Fort +15, Ref +20, Will +16
Defensive Abilities Evasion, incorporeal; Immune disease, poison, undead traits, cold; SR 24; Resist channel resistance +4; Weaknesses Daylight Vulnerability
Speed fly 60 ft. (perfect)
Melee incorporeal touch +27 (2d6 negative energy plus 1d8 Con drain)
Space 5 ft., Reach 5 ft.
Special Attacks command wraiths, create spawn
Str -, Dex 40, Con -, Int 20, Wis 22, Cha 31
Base Atk +12; CMB +15 (+28 grapple); CMD 52 (57 vs. grapple)
Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack, Mobility, Spring Attack, Step Up
Skills Diplomacy +26, Disguise +29, Fly +42, Intimidate +29, Knowledge (planes, religion) +22, Perception +29, Sense Motive +29, Stealth +32
Languages Abyssal, Common, Goblin
SQ break free, counter-grapple, diamond body, fast movement, graceful grappler, inescapable grasp, ki pool (9 points, lawful, magic), maneuver training, purity of body, still mind, wholeness of body
Gear potion of barkskin, potion of cat's grace, potion of cure serious wounds, potion of shield of faith
Other Gear amulet of mighty fists +1, belt of giant strength +2, bracers of armor +3, cloak of resistance +2
Unnatural Chill (Su) TThe area around the Dark Wraith is noticeably colder than the ambient temperature. Each creature within 30 feet of the Dark Wraith takes 2d6 points of cold damage and must make a DC 28 Fortitude save or be paralyzed. The damage and saving throw are repeated each round that the creature remains within range. A creature that takes cold damage or is paralyzed is shaken for 1 minute. Incorporeal creatures and those immune to cold damage are immune to this effect. The Dark Wraith can suppress or reactivate this effect at will as a free action. The shaken condition is a mind-affecting fear effect. The save DC is Charisma-based.
Daylight Vulnerability (Ex) The Dark Wraith takes a –4 penalty on all attack rolls, checks, and saves when in natural sunlight (but not within the radius of a daylight spell).
Command Wraiths (Su) The Dark Wraith can automatically command normal wraiths and dread wraiths within 30 feet as a free action. Normal wraiths and dread wraiths never attack the Dark Wriath unless compelled.
Constitution Drain (Su) Creatures hit by the Dark Wraith’s touch attack must succeed on a DC 28 Fortitude save or take 1d8 points of Constitution drain. On each successful attack, the wraith gains 5 temporary hit points. The save DC is Charisma-based.
Create Spawn (Su) Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds. A dread wraith created in this manner is under the command of its creator (as dominate monster) and remains so until either it or the creator is destroyed. When a dread wraith sovereign is killed, its dread wraith spawn that had 10 or more Hit Dice in life becomes dread wraith sovereigns (created by applying the template to the original base creature as it was in life).
Penetrating Touch (Ex) Any damage dealt by the dread wraith sovereign’s natural attacks ignores damage reduction.
Ancient and evil beyond measure, dread wraith sovereigns dwell in the hearts of lost cities, abandoned graveyards, and other places where living things do not willingly live. In such a cursed stronghold, a dread wraith sovereign often holds court over a host of undead, both those it created and those that bowed to its rule.
The spectral figure of a dread wraith sovereign looks much like it did in life, but its form and features are constantly shrouded in darkness. A dread wraith sovereign can be distinguished from a normal wraith or a dread wraith by the gloom accompanying it and the unnatural chill that fills the air wherever it passes.
Way too strong for a CR 14 creature. This thing has saves equal or more than a balor. The AC is higher than it too.
ReplyDeleteLower the DEX and the CHA by at least ten each as well.
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