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FluxwraithCreature 17


RareNEMediumIncorporealSpiritUndead
Source Pathfinder Book of the Dead
Perception +35 (darkvision 60 feet, lifesense (imprecise) 60 feet)
Languages Common, Necril, Any Four Languages (typically Ancient Languages)
Skills Acrobatics +34, Arcana +30, Intimidation +29, Occultism +30, Stealth +28
Str -5, Dex +9, Con +0, Int +5, Wis +7, Cha +6

AC 39; Fort +25; Reflex +34; Will +30;
HP 250 (negative healing)
Speed 0 feet (fly 40 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 15

Time-shifting Touch One Action +34 (+30, +26) to hit (agile, finesse, magical) 3d8+14 Force
Temporal Fracturing Ray One Action +34 (+29, +24) to hit (magical, range increment 30) 3d6+14 Mental

Darkvision 60 feet

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 (Imprecise) 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.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

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.

Terrible Foresight (divination, mental, occult, prediction)

A creature struck by the fluxwraith's temporal fracturing ray receives a glimpse of a possible tragic event in its future. It must succeed at a DC 35 will save or become Slowed 1 and Stupefied 1 (Slowed 2 and Stupefied 2 on a critical failure). If the creature is already affected by terrible foresight, it increases its stupefied value by 1 on a failed save, to a maximum of stupefied 4. Each time the creature gets a full night's rest, its condition values from terrible foresight decrease by 1.

Time Shift (occult, transmutation)

A creature struck by the fluxwraith's time-shifting touch must succeed at a DC 35 will saving throw or be thrust forward in time, vanishing from its space. The target automatically reappears in the same location after 1d4 rounds but can attempt an additional Will save at the end of each of its turns to end the duration. If its original space is occupied when it returns, the creature appears in the nearest unoccupied space. Since the creature is shunted forward in time, it doesn't experience any of the intervening time. Likewise, any effects on the creature with a duration don't decrease their duration, resuming when the creature reappears. A creature that succeeds at any saving throw against time shift is temporarily immune for 1 hour.


Occult Innate Spells (DC 39, +31 to hit)

Cantrips (9th Level): Daze
1st Level: Déjà Vu (At Will)
2nd Level: Mirror Image
3rd Level: Day's Weight, Haste (Self Only), Paralyze
6th Level: Cast into Time
10th Level: Time Stop


To cheat mortality, the rare spellcaster turns to potent temporal stasis magic, or even cryogenic technology. However, such methods are highly unreliable and often fracture the sleeper's soul across the time stream as their physical body perishes. Such an individual can rise as a fluxwraith, an incorporeal undead with a kaleidoscopic consciousness.


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.