Wraith Spawn
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Broken Child CR 4
XP 1,200
Wraith spawn
LE Small undead (incorporeal)
Init +5; Senses darkvision 60 ft., lifesense; Perception +8; Aura unnatural aura (30 ft.)
DEFENSE
AC 15, touch 15, flat-footed 14 (+3 deflection, +1 Dex, +1 size)
hp 37 each (5d8+15)
Fort +4, Ref +2, Will +4
Defensive Abilities channel resistance +2, incorporeal; Immune undead traits
Weaknesses sunlight powerlessness, wraith spawn
OFFENSE
Speed fly 60 ft. (good)
Melee incorporeal touch +5 (1d4 negative energy plus 1d2 Con drain)
TACTICS
During Combat A wraith spawn concentrates attacks upon individual PCs, such as those caught in traps or at the edges of the group. If attacked, a wraith spawn flees and returns again to attack the same foe when it is safe.
Morale A wraith spawn flees if reduced to 10 hit points or fewer, but if encountered in its home, it attacks until destroyed.
STATISTICS
Str –, Dex 12, Con –, Int 14, Wis 10, Cha 17
Base Atk +3; CMB +3; CMD 16
Feats Blind-Fight, Combat Reflexes, Improved Initiative
Skills Diplomacy +8, Fly +5, Intimidate +11, Knowledge (planes) +5, Perception +8, Sense Motive +8, Stealth +13
Languages Common, Varisian
SPECIAL ABILITIES
Constitution Drain (Su)
The save DC for a wraith spawn’s Constitution drain is 15. On each successful attack, the wraith spawn gains 2 temporary hit points.
Wraith Spawn (Su)
The broken children are spawn of a wraith and are under its control. As such, they are smaller and weaker than normal Wraiths. If the creator is destroyed, they become full-sized, free-willed [Wraith]]s with no penalties.
ECOLOGY (as per Wraith)
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure none
Section 15: Copyright Notice |
Pathfinder 44: Trial of the Beast. Copyright 2011, Paizo Publishing, LLC, Author: Richard Pett |