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<blockquote data-quote="ElectricDragon" data-source="post: 7856970" data-attributes="member: 10778"><p><strong><span style="font-size: 22px">SANCTUM WRAITH</span></strong></p><table style='width: 100%'><tr><td></td><td></td></tr><tr><td></td><td><em>Medium Undead</em> (Incorporeal)</td></tr><tr><td><strong>Hit Dice:</strong></td><td>7d12 (45 hp)</td></tr><tr><td><strong>Initiative:</strong></td><td>+7 (+3 Dex, +4 Improved Initiative)</td></tr><tr><td><strong>Speed:</strong></td><td>Fly 60 ft. (good) (12 squares)</td></tr><tr><td><strong>Armor Class:</strong></td><td>16 (+3 Dex, +3 deflection), touch 16, flat-footed 13</td></tr><tr><td><strong>Base Attack/Grapple:</strong></td><td>+3/—</td></tr><tr><td><strong>Attack:</strong></td><td>Incorporeal touch +6 melee (1d6 plus 1d6 Constitution drain)</td></tr><tr><td><strong>Full Attack:</strong></td><td>Incorporeal touch +6 melee (1d6 plus 1d6 Constitution drain)</td></tr><tr><td><strong>Space/Reach:</strong></td><td>5 ft./5 ft.</td></tr><tr><td><strong>Special Attacks:</strong></td><td>Constitution drain, create spawn</td></tr><tr><td><strong>Special Qualities:</strong></td><td>Darkvision 60’, daylight powerlessness, fast healing 2, incorporeal, turn resistance +2, undead traits, unnatural aura</td></tr><tr><td><strong>Saves:</strong></td><td>Fort +2, Ref +5, Will +7</td></tr><tr><td><strong>Abilities:</strong></td><td>Str —, Dex 16, Con —, Int 14, Wis 14, Cha 16</td></tr><tr><td><strong>Skills:</strong></td><td>Diplomacy +6, Hide +13, Intimidate +13, Listen +14, Search +12, Sense Motive +10, Spot +14, Survival +2 (+4 following tracks)</td></tr><tr><td><strong>Feats:</strong></td><td>AlertnessB, Blind-Fight, Combat Reflexes, Improved InitiativeB, Improved Natural Attack (incorporeal touch)</td></tr><tr><td><strong>Environment:</strong></td><td>Any</td></tr><tr><td><strong>Organization:</strong></td><td>Solitary, gang (1–3), or pack (4–11)</td></tr><tr><td><strong>Challenge Rating:</strong></td><td>7</td></tr><tr><td><strong>Treasure:</strong></td><td>None</td></tr><tr><td><strong>Alignment:</strong></td><td>Always lawful evil</td></tr><tr><td><strong>Advancement:</strong></td><td>—</td></tr><tr><td><strong>Level Adjustment:</strong></td><td>—</td></tr></table><p>Sanctum wraiths are incorporeal creatures born of evil and darkness. In some cases, the grim silhouette of a sanctum wraith might appear armored or outfitted with weapons. This appearance does not affect the creature’s AC or combat abilities but only reflects the shape it had in life.</p><p></p><p>A sanctum wraith is about as tall as a human. Since it is incorporeal, it is weightless.</p><p>Sanctum wraiths speak Common and Infernal.</p><p><strong>COMBAT</strong></p><p>The sanctum wraith has the following abilities.</p><p><strong>Constitution Drain (Su):</strong> Living creatures hit by a sanctum wraith’s incorporeal touch attack must succeed on a DC 16 Fortitude save or take 1d6 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the sanctum wraith gains 5 temporary hit points.</p><p><strong>Create Spawn (Su):</strong> Any humanoid slain by a sanctum wraith becomes a sanctum 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 sanctum wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.</p><p><strong>Daylight Powerlessness (Ex):</strong> Sanctum wraiths are utterly powerless in natural sunlight (not merely a <em>daylight spell</em>) and flee from it.</p><p><strong>Fast Healing (Su):</strong> The sanctum wraith heals 2 hp per round as long as it remains within its domain.</p><p><strong>Incorporeal: </strong>The sanctum wraith has no physical body. Incorporeal creatures are immune to all nonmagical attack forms. They can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like effects, or supernatural effects.</p><p><strong>Unnatural Aura (Su):</strong> Animals, whether wild or domesticated, can sense the unnatural presence of a sanctum wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7856970, member: 10778"] [B][SIZE=6]SANCTUM WRAITH[/SIZE][/B] [TABLE] [TR] [TD][/TD] [TD][/TD] [/TR] [TR] [TD][/TD] [TD][I]Medium Undead[/I] (Incorporeal)[/TD] [/TR] [TR] [TD][B]Hit Dice:[/B][/TD] [TD]7d12 (45 hp)[/TD] [/TR] [TR] [TD][B]Initiative:[/B][/TD] [TD]+7 (+3 Dex, +4 Improved Initiative)[/TD] [/TR] [TR] [TD][B]Speed:[/B][/TD] [TD]Fly 60 ft. (good) (12 squares)[/TD] [/TR] [TR] [TD][B]Armor Class:[/B][/TD] [TD]16 (+3 Dex, +3 deflection), touch 16, flat-footed 13[/TD] [/TR] [TR] [TD][B]Base Attack/Grapple:[/B][/TD] [TD]+3/—[/TD] [/TR] [TR] [TD][B]Attack:[/B][/TD] [TD]Incorporeal touch +6 melee (1d6 plus 1d6 Constitution drain)[/TD] [/TR] [TR] [TD][B]Full Attack:[/B][/TD] [TD]Incorporeal touch +6 melee (1d6 plus 1d6 Constitution drain)[/TD] [/TR] [TR] [TD][B]Space/Reach:[/B][/TD] [TD]5 ft./5 ft.[/TD] [/TR] [TR] [TD][B]Special Attacks:[/B][/TD] [TD]Constitution drain, create spawn[/TD] [/TR] [TR] [TD][B]Special Qualities:[/B][/TD] [TD]Darkvision 60’, daylight powerlessness, fast healing 2, incorporeal, turn resistance +2, undead traits, unnatural aura[/TD] [/TR] [TR] [TD][B]Saves:[/B][/TD] [TD]Fort +2, Ref +5, Will +7[/TD] [/TR] [TR] [TD][B]Abilities:[/B][/TD] [TD]Str —, Dex 16, Con —, Int 14, Wis 14, Cha 16[/TD] [/TR] [TR] [TD][B]Skills:[/B][/TD] [TD]Diplomacy +6, Hide +13, Intimidate +13, Listen +14, Search +12, Sense Motive +10, Spot +14, Survival +2 (+4 following tracks)[/TD] [/TR] [TR] [TD][B]Feats:[/B][/TD] [TD]AlertnessB, Blind-Fight, Combat Reflexes, Improved InitiativeB, Improved Natural Attack (incorporeal touch)[/TD] [/TR] [TR] [TD][B]Environment:[/B][/TD] [TD]Any[/TD] [/TR] [TR] [TD][B]Organization:[/B][/TD] [TD]Solitary, gang (1–3), or pack (4–11)[/TD] [/TR] [TR] [TD][B]Challenge Rating:[/B][/TD] [TD]7[/TD] [/TR] [TR] [TD][B]Treasure:[/B][/TD] [TD]None[/TD] [/TR] [TR] [TD][B]Alignment:[/B][/TD] [TD]Always lawful evil[/TD] [/TR] [TR] [TD][B]Advancement:[/B][/TD] [TD]—[/TD] [/TR] [TR] [TD][B]Level Adjustment:[/B][/TD] [TD]—[/TD] [/TR] [/TABLE] Sanctum wraiths are incorporeal creatures born of evil and darkness. In some cases, the grim silhouette of a sanctum wraith might appear armored or outfitted with weapons. This appearance does not affect the creature’s AC or combat abilities but only reflects the shape it had in life. A sanctum wraith is about as tall as a human. Since it is incorporeal, it is weightless. Sanctum wraiths speak Common and Infernal. [B]COMBAT[/B] The sanctum wraith has the following abilities. [B]Constitution Drain (Su):[/B] Living creatures hit by a sanctum wraith’s incorporeal touch attack must succeed on a DC 16 Fortitude save or take 1d6 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the sanctum wraith gains 5 temporary hit points. [B]Create Spawn (Su):[/B] Any humanoid slain by a sanctum wraith becomes a sanctum 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 sanctum wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. [B]Daylight Powerlessness (Ex):[/B] Sanctum wraiths are utterly powerless in natural sunlight (not merely a [I]daylight spell[/I]) and flee from it. [B]Fast Healing (Su):[/B] The sanctum wraith heals 2 hp per round as long as it remains within its domain. [B]Incorporeal: [/B]The sanctum wraith has no physical body. Incorporeal creatures are immune to all nonmagical attack forms. They can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like effects, or supernatural effects. [B]Unnatural Aura (Su):[/B] Animals, whether wild or domesticated, can sense the unnatural presence of a sanctum wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. [/QUOTE]
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