This ghostly creature is little more than a dark shape with two flickering pinpoints of light where its eyes should be.

Wraith (CR 5)
Medium undead
Init +7; Senses lifesense; Notice 20
Aura unnatural aura (30 ft.)
AC 18, flat-footed 14
(+5 deflection, +3 Dex)
HP 47 (5d8+25)
Fort +6, Ref +4, Will +6
Defensive Abilities channel resistance +2, incorporeal; Immune undead traits
Weaknesses sunlight powerlessness
Speed fly 60 ft.
Melee incorporeal slam +6 (1d6 negative energy plus 1d6 Con drain)
Special Attack create spawn
Str —, Dex 16, Con —, Int 14, Wis 14, Cha 21
Base Atk +3; CMB +6; CMD 21
Feats Blind-Fight, Combat Reflexes, Improved Initiative
Skills Diplomacy +16, Intimidate +16, Knowledge (planes) +7, Perception +10, Sense Motive +10, Stealth +11 (silent)
Languages Common, Infernal
Environment ruins, urban
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure none
Special Abilities
Create Spawn (Su) A humanoid slain by a wraith becomes a wraith in 1d4 rounds. These spawn are less powerful than typical wraiths, and suffer a –2 penalty on all d20 rolls and checks, receive –2 hp per HD, and only drain 1d2 points of Constitution on a touch. Spawn are under the command of the wraith that created them until its death, at which point they lose their spawn penalties and become free-willed wraiths. They do not possess any of the abilities they had in life.
Constitution Drain (Su) Creatures hit by a wraith's slam must succeed on a DC 17 Fortitude save or take 1d6 points of Constitution drain. On each successful attack, the wraith gains 5 temporary hit points. The save DC is Charisma-based.
Sunlight Powerlessness (Ex) A wraith caught in sunlight cannot attack and is staggered.

Wraiths are undead creatures born of evil and darkness. They hate light and living things, as they have lost much of their connection to their former lives.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.