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Smog WraithCreature 9


UncommonNEMediumIncorporealUndeadWraith
Source Pathfinder #180: The Smoking Gun
Perception +19 (darkvision, lifesense 60 feet)
Languages Common, Necril
Skills Deception +20, Nature +19, Stealth +19
Str -5, Dex +4, Con +6, Int +3, Wis +6, Cha +4

AC 27 negative healing; Fort +17; Reflex +17; Will +21; +1 status to all saves vs. positive
HP 110
Speed 0 feet (fly 60 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 10

Noxious Hand One Action +21 (+16, +11) to hit (finesse) 3d6+9 Poison

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.

Floating Corpses

A smog wraith's victims are imbued with an eerie buoyancy; corpses of such creatures float up to 30 feet in the air while inside the wraith's noxious smog aura, though the wraith has no control over the corpse's movement.

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.

+1 Status to All Saves vs. PositiveNegative 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.

Noxious Smog (aura, conjuration, poison)

30-foot emanation Aura

Creatures within the aura are Concealed, and creatures outside the aura are concealed to creatures within it. A creature that ends its turn within the aura must attempt a DC 25 fortitude save.


Critical Success The creature is unaffected.

Success The creature is Sickened 1.

Failure The creature is sickened 1 and Slowed 1 while within the cloud.

Critical Failure The creature is Sickened 2 and slowed 1 while within the cloud.

Sunlight Powerlessness

A smog wraith caught in sunlight is Stunned 2 and Clumsy 2.

Smog Wrait Spawn

A living humanoid slain by a smog wraith's noxious hand Strike rises as a smog wraith spawn after 1d4 rounds. This spawn is under the command of the smog wraith that killed it. It doesn't have noxious smog or smog wraith spawn and becomes Clumsy 2 for as long as it's a smog wraith spawn. If the creator of the spawn dies, the spawn becomes a full-fledged, autonomous smog wraith; it regains its free will, gains smog wraith spawn and noxious smog, and is no longer clumsy.


Clouds of choking fumes and toxic smog continuously shroud these potent undead. They constantly belch forth noxious vapors and find great humor in the death of creatures too weak to resist their vile fumes. These fetid vapors are so dense the corpses of a smog wraith's victims can float among them.

Though it's possible to create smog wraiths through necromancy, most are the result of industrialists, inventors, and polluters who in life relished opportunities to exploit nature for profit, power, or prestige. In death, these wretched souls can rise as smog wraiths to continue their spoliation.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.