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Elder WyrmwraithCreature 23


RareCEGargantuanDragonIncorporealUndeadWraith
Source Pathfinder Bestiary 3
Perception +40 (darkvision, lifesense 120 feet)
Languages Common, Draconic, Necril
Skills Acrobatics +38, Arcana +38, Intimidation +43, Religion +43, Stealth +43
Str -5, Dex +11, Con +0, Int +9, Wis +9, Cha +11

AC 49; Fort +32; Reflex +38; Will +42;
HP 450 (negative healing)
Speed 50 feet (fly 100 feet)
Immunities death effects, disease, paralyzed, poison, unconscious

Spectral Jaws One Action +42 (+37, +32) to hit (reach 20) 4d12+23 Negative
Spectral Claw One Action +42 (+38, +34) to hit (agile, reach 15) 4d8+23 Acid

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 120 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.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Frightful Presence (aura, emotion, fear, mental)

90 feet Aura DC 46 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Positive Energy Transfer Reaction (conjuration, divine)

Trigger The wyrmwraith succeeds at a saving throw to resist positive damage but still takes damage


Effect The wyrmwraith transfers all positive damage from the effect to a single undead creature of their choice within 120 feet that they control or that's Friendly or Helpful to them.

Sunlight Powerlessness

An elder wyrmwraith in sunlight is Clumsy 2 and Stunned 2.

Breath Weapon Two Actions (divine, necromancy, negative)

The elder wyrmwraith unleashes a burst of negative energy that deals 24d6 negative damage to all creatures in a 90-foot cone (DC 46 basic reflex save).

They can't use Breath Weapon again for 1d4 rounds.

Consume Souls Two Actions (death, divine, incapacitation, necromancy)

The elder wyrmwraith inhales sharply, sucking in the souls of nearby creatures. Each creature in a 60-foot cone must attempt a DC 46 will save.

The elder wyrmwraith can't Consume Souls again for 1d4 rounds.


Critical Success The creature is unaffected.

Success The creature becomes Doomed 1.

Failure The creature becomes Doomed 2 and takes 100 negative damage.

Critical Failure The creature is slain. As long as the wyrmwraith still exists, the slain creature can't be returned to life through any means.

Divine Dispelling (abjuration, divine)

An elder wyrmwraith's claws rend divine magic. Whenever an elder wyrmwraith hits a creature with a spectral claws Strike, the elder wyrmwraith can attempt a religion check to counteract an ongoing divine spell effect on the creature.

Draconic Frenzy Two Actions

The elder wyrmwraith makes two claw Strikes and one jaws Strike in any order.

Drain Life (divine, necromancy)

When an elder wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw Strike, the elder wyrmwraith gains 18 temporary Hit Points, and the creature must succeed at a DC 46 fortitude save or become Drained 2. Further damage dealt by the elder 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 4.

Ectoplasmic Form One Action (divine, necromancy)

An elder wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The elder wyrmwraith loses the incorporeal trait for 1d4 rounds, though they can return to their incorporeal form as a free action before then. Once this ability ends, the elder wyrmwraith can't use this ability again for 1d4 rounds. While in their ectoplasmic form, the elder wyrmwraith's AC increases to 52 and they gain 100 temporary Hit Points. They lose their immunity to precision damage and all of their resistances. Their melee Strikes deal slashing and piercing damage, respectively, instead of negative damage.

Effect: Ectoplasmic Form (Physical)

Phase Lurch One Action (divine, move)

Requirements The wyrmwraith is in their ectoplasmic form


Effect As the Stride action, but the wyrmwraith can pass through walls or material obstacles as though they were incorporeal. They must begin and end their movement outside of any physical obstacles, and passing through solid material is difficult terrain.


Divine Innate Spells (DC 46, +38 to hit)

1st Level: Charm (Undead Only) (2x)
2nd Level: Darkness
3rd Level: Bind Undead (At Will)
4th Level: Divine Wrath
6th Level: Vampiric Exsanguination
7th Level: Finger of Death
10th Level: Miracle

Divine Rituals

10th Level: Create Undead, Imprisonment


The most powerful of these monsters, elder wyrmwraiths, sometimes form spontaneously from legendary dragons haunted by an irrational fear of the afterlife, but most have simply existed for over a thousand years, growing in power all the while.


Wyrmwraiths rise from the souls of dragons who refuse to accept death or have an irrational fear of the afterlife.


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.