Wraith
Creature 6- 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
Lifesense 60 feet
- AC
- 24; Fort +8, Ref +14, Will +14
- HP
- 80, void healing; Immunities death effects, disease, paralyzed, poison, precision, unconscious, bleed
Sunlight Powerlessness While in sunlight, a wraith is Blinded and Slowed 2.
Void Healing
- Speed
- 0 feet, fly 40 feet
Melee ◆ wraith touch +17 (agile, divine, finesse, void), Damage 3d8 void
Grip of Fear ◆◆ (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 ◆ (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
Source: Pathfinder Monster Core