Nether Wraith

undead · CR 6 · from Book of Beasts III · by Robert J. Hall
Nether Wraith
StatisticValue
Size/TypeLarge Undead (Incorporeal)
Hit Dice9d12 (58 hp)
Initiative+9
SpeedFly 60 ft. (good) (12 squares)
Armor Class18 (-1 size, +5 Dex, +4 deflection), touch 18, flat-footed 13
Base Attack/Grapple+4/―
AttackIncorporeal touch +8 (1d8 plus dire wound)
Full AttackIncorporeal touch +8 (1d8 plus dire wound)
Space/Reach10 ft./10 ft.
Special AttacksUnnatural cry, dire wound, create spawn
Special QualitiesDarkvision 60 ft., lifesense, daylight vulnerability, incorporeal traits, undead traits
SavesFort +3, Ref +8, Will +9
AbilitiesStr ―, Dex 20, Con ―, Int 16, Wis 16, Cha 18
SkillsHide +13, Intimidate +16, Knowledge (religion) +12 Listen +15, Search +15, Sense Motive +12, Spot +15
FeatsAlertnessB, Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Improved Natural Attack (incorporeal touch)
EnvironmentUnderground
OrganizationSolitary, gang (2–5), or pack (6–11 plus 1-4 wraith spawn)
Challenge Rating7
TreasureNone
AlignmentAlways neutral evil
Advancement10-16 HD (Large)
Level Adjustment―

Description

A spectral figure with no definite form, this creature is cloaked by a hypnotically shifting veil of darkness. It lacks visible protrusions or features, with the exception of a pair of balefully glowing red eyes.

A nether wraith is about the size of a heavy horse. It is never found above the surface, and prefers to linger in the depths waiting for living creatures to wander into its path. Where a nether wraith dwells there is only death and decay to be found.

Combat

The nether wraith will seek to seek to slay a living target with its incorporeal touch. When faced with multiple opponents, it will employ an unnatural screech before closing.

Unnatural Screech (Su): When a nether wraith screeches, all creatures except evil outsiders within a 150-foot spread must succeed on a DC 18 Will save or become shaken for 2d6 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same nether wraith's screech for 24 hours. The save DC is Charisma-based.

Dire Wound (Su): The damage inflicted by a nether wraith is cursed with negative energy and will not heal in the normal manner. Damage from dire wounds are healed at one-half the normal rate. Every two points of healing magic will only heal one point of dire wound damage. Similarly, the target must rest twice as long as usual to recover damage from a dire wound.

The curse of a dire wound can be lifted by healing the associated damage or through a remove curse spell. However a remove curse spell does not cure the associated damage.

Lifesense (Su): A nether wraith notices and locates living creatures within 60 ft., just as if it possessed the blindsight ability. It also sense the strength of the life force automatically, as if it had cast deathwatch.

Create Spawn (Su): Any humanoid slain by a nether wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the nether wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Daylight Vulnerability (Ex): A nether wraith becomes disoriented in direct sunlight. It can only take a single move action or attack action and is destroyed utterly in the next round if it cannot escape.

Also in this section of the source

Ooze

Oozes are amorphous creatures that live only to eat. They inhabit underground areas throughout the world, scouring caverns, ruins, and dungeons in search of organic matter―living or dead.

Combat

Oozes attack any creatures they encounter. They lash out with pseudopods or simply engulf opponents with their bodies, which secrete acids that help them catch or digest their prey.

Blindsight (Ex): An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

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All 820 monsters in the Netbook Bestiary