WyrmwraithCreature 17
Source Pathfinder Bestiary 3
Perception +29 (darkvision, lifesense 120 feet)
Languages Common, Draconic, Necril
Skills Acrobatics +30, Arcana +30, Intimidation +33, Religion +33, Stealth +33
Str -5, Dex +9, Con +0, Int +7, Wis +7, Cha +9
AC 39; Fort +29; Reflex +32; Will +32;
HP 280 (negative healing)
Speed 50 feet (fly 80 feet)
Immunities death effects, disease, paralyzed, poison, unconscious
Spectral Jaws +34 (+29, +24) to hit (reach 20) 3d12+17 Negative
Spectral Claw +34 (+30, +26) to hit (agile, reach 15) 3d8+17 Negative
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.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Negative HealingA 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 33 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 (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 PowerlessnessA wyrmwraith in sunlight is Clumsy 2 and Stunned 2.
Breath Weapon (divine, necromancy, negative)The wyrmwraith unleashes a burst of negative energy that deals 18d6 negative damage to all creatures in a 60-foot cone (DC 38 basic reflex save).
They can't use Breath Weapon again for 1d4 rounds.
Divine Dispelling (abjuration, divine)A wyrmwraith's claws rend divine magic. Whenever a wyrmwraith hits a creature with a spectral claws Strike, the wyrmwraith can attempt a religion check to counteract an ongoing divine spell effect on the creature.
Draconic FrenzyThe wyrmwraith makes two claw Strikes and one jaws Strike in any order.
Drain Life (divine, necromancy)When a wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw Strike, the wyrmwraith gains 18 temporary Hit Points, and the creature must succeed at a DC 38 fortitude save or become Drained 2. Further damage dealt by the 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 (divine, necromancy)A wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The 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 wyrmwraith can't use this ability again for 1d4 rounds. While in their ectoplasmic form, the wyrmwraith's AC increases to 43 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 (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 35, +27 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
8th Level: Create Undead
Though they refused to accept death, wyrmwraiths nonetheless despise their new undead condition. Indeed, lacking in all motivation to collect treasure, a wyrmwraith instead fixates on their hatred of all living things (especially dragons) and their own self-loathing. A wyrmwraith blights the land with their very presence, spreading slowly until their lair becomes a lifeless wasteland haunted by other undead.
Wyrmwraiths rise from the souls of dragons who refuse to accept death or have an irrational fear of the afterlife.
Traits
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.
IncorporealAn 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.