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Aiudara WraithCreature 18


RareNEMediumAstralIncorporealUndeadWraith
Source Pathfinder #150: Broken Promises
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; Reflex +37; Will +33;
HP 250
Speed 0 feet (fly 60 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 15

Spectral Hand One Action +35 (+31, +27) to hit (agile, finesse, magical) 4d10+16 Force

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Lifesense 60 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.

Teleportation Attachment Reaction (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.

Dimensional Shunt Two Actions (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.


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.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects-only against incorporeal ones-unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.