Dread Wraith

Dread Wraith
Level 18 (+7)
"I saw the Dread Wraith descend upon my allies, and I knew our adventure had come to an end. Judge me all you want, but I’m alive and I plan to stay alive, well away from any tomb, crypt, or graveyard for the rest of my miserable life."
——Malone Fenwick, Fallen Paladin
The Dread Wraith comes into existence when an ordinary wraith manages to steal 100 mortal lives, siphoning off enough life force to expand into a veritable effigy of death and terror. The Dread Wraith is far more intelligent and powerful than an ordinary wraith, able to send the living screaming in fear, or drain the life from even the most vibrant and healthy of beasts with a single touch. While an ordinary Wraith is semi-translucent, the Dread Wraith appears as a pitch black, inky cloud of vaguely humanoid shaped shadow. The living can sense this powerful force’s will the moment they lay eyes on it, recognizing that nothing other than pure anti-life is contained within its shrouded form. Very few who encounter such a monstrosity survive, and the few that have are historically far too warped by the touch of shadows to ever speak of the battle.
Awareness
29
Senses
Lifesense, Darkvision
Initiative
35/1d4
Hitpoints: 143
Healing Value: 28
Resilience: +2
Morale
4
AC
24/24
Touch
24
Fort
20
Reflex
24
Will
23
Defenses
Resistances: Non-Magic Weapons (Imm), Magic Weapons (50%), Sonic (50%), Psychic (Imm), Mind-Affecting (Imm). Cannot be physically Grabbed, Pinned, or Restrained. Turn Resistance (1d6+7). Daze Resist 2.
Vulnerabilities: Radiant (1.5x)
Attributes / Saving Throws (1 AP)
STR
11 / 11
DEX
28 / 28
CON
11 / 11
INT
16 / 21
WIS
19 / 24
CHA
24 / 29
REC 7
Actions (+3 AP)
Standard Attacks (2 AP)
+14 vs Touch
Wraith Touch  [Supernatural]
3d6 + 9 (avg 20) Necrotic damage
Melee Reach 10ft
On a hit, the target suffers 1d4 Stamina damage.
3d6 + 9 (avg 20) Necrotic damage
Grapple +18
Special Attacks (3 AP)
+14 vs Touch
Consuming Touch  [Supernatural] • Advanced • Pot 1d8+7, MR No
4d6 + 20 (avg 34) Necrotic damage
Melee Reach 10ft
The Wraith's prolonged touch drains the target of even more life energy. On a hit, the target suffers 1d6 Stamina damage.
+13P vs Will
Touched by Shadows  [Supernatural, Fear, Mind-Affecting] • Advanced
4d6 + 18 (avg 32) Psychic damage
Range 50ft
The Wraith uses its unique malevolence to penetrate the mind of its opponent. On a hit, the target is also subject to Terror [SE, ST 5d10 vs CHA].
+13 vs Will
Dread  [Supernatural, Fear, Mind-Affecting] • Legendary
2 Morale damage
Range 100ft
The Dread wraiths gather their dark power and send a wave of Dread through their opponents. All creatures within range of one or more wraiths are subject to attack. On a hit, the target is also subject to Terror [SE, ST 5d10 vs CHA].
Immediate Actions
Create Spawn
Any humanoid creature of small, medium, or large size slain by a wraith rises as a Wraith Spawn in [1d20 + 10] segments, the creature's body left behind as its soul is ripped from its body by dark forces. The Wraith Spawn is under the complete control of the Wraith that created them. If the Wraith is killed, the spawn become free-willed and try to flee to a dark corner of the world. In 1d10 days they will emerge as a full Wraith. (Advanced)
Move (1 AP), Double Move (3 AP)
Flying Shift
5 ft
Fly (Hover)
60 ft
Overland Movement
60 mi/day
Qualities
  • Sunlight Vulnerability: The Wraith is immediately discorporated when it comes in contact with direct sunlight and cannot reform until it moves out of the area or the sunlight has been extinguished. While discorporated, the Wraith may only be affected by abilities that can target creatures in the Ethereal plane.
  • Unnatural Aura: The Wraith exudes an aura of unnatural energy, even while not projecting to the material plane (i.e. while solely in the Ethereal). Natural Animals will refuse to enter any area within 30ft of a Wraith, and if forced to do so will become Panicked.
  • Incorporeal: Immune to Non-Magical Attacks. Can move through solid objects without hindrance, cannot be Grabbed, Restrained, or similarly bodily affected (inc).
  • Undead Immunities: Immune to Bleed and Necrotic damage. Immune to Blood Loss, Death, Disease, Energy Damage, Fatigue, Poisons & Toxins, and the following conditions: Exhausted, Nauseated, Pain, Sickened, Sleep, and Tired.
  • Turn Resistance: The creature has Turn Resistance equal to [1d6 + Undeath Rank]. (inc)
  • Radiant Vulnerability: Vulnerable (1.5x) to Radiant damage. (inc)
Skills: Stealth R7 (15), Listen R5 (13), Spot R6 (20), Survival R3 (8), Investigate R4 (11), A: Religion R4 (11), Charm R1 (6), Coercion R6 (12), Deception R5 (14), Manipulation R3 (10), Persuasion R3 (9), Aloofness R3 (10), Bravery R7 (17), Intuition R5 (13), Suspicion R4 (11)
Feats: Fast Initiative, Tough, Fast Initiative, Fast Initiative, Daze Resistance
Philosophies: Rank 5 Mental, Rank 0 Physical, Rank 7 Undeath
Combat Training: Melee 3, Ranged 3, Parry 3, Fort 3, Reflex 3, Will 3
Wits: +13, Brawn: +4
Equipment: None
Charm
+6
Coercion
+12
Deception
+14
Manipulation
+10
Persuasion
+9
Aloofness
+10
Bravery
+17
Intuition
+13
Tolerance
+5
Suspicion
+11
Social
Composure: 33
Languages: Common, Hellspeech
Motives:
Prejudices: