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This ghostly, skeletal creature appears to once have been a dragon, but it is now
something far less noble.
Wyrmwraith CR 17
XP 102,400
CE Gargantuan undead (incorporeal)
Init +16; Senses darkvision 60 ft., lifesense; Perception +38; Aura unnatural aura
DEFENSE
AC 31, touch 31, flat-footed 18 (+6 deflection, +12 Dex, +1 dodge, +6 profane, �4
size)
hp 252 (24d8+144)
Fort +14, Ref +20, Will +19
Defensive Abilities channel resistance +4, incorporeal, positive energy
transference; Immune undead traits
Weaknesses sunlight powerlessness
OFFENSE
At will�animate dead, command undead (DC 18), desecrate, detect undead, protection
from good
5/day�create undead, control undead (DC 23), unhallow, unholy blight (DC 20)
3/day�create greater undead, quickened finger of death (DC 23), waves of exhaustion
1/day�energy drain (DC 25), soul bind (DC 25)
STATISTICS
SPECIAL ABILITIES
Create Spawn (Su)
Any humanoids slain by a wyrmwraith become dread wraiths in 1d4 rounds. Spawn are
under the command of the wyrmwraith that created them and remain enslaved until its
death, at which point they become free-willed dread wraiths. They don�t possess any
of the abilities they had in life.
Divine Dispelling (Su)
When a wyrmwraith strikes a creature with one of its claws, that creature is also
affected by a targeted greater dispel magic (CL 20th) that can dispel only divine
spells.
Ectoplasmic Shift (Su)
A wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical
form made of ectoplasm. As a swift action, the wyrmwraith can become corporeal for
1d4 rounds. It can return to its incorporeal form as a free action. Once its
ectoplasmic form�s duration ends, the wyrmwraith can�t assume that form again for
1d4 rounds. While in ectoplasmic form, the wyrmwraith loses the incorporeal ability
(including its deflection bonus to AC) and gains a +16 natural armor bonus to AC,
DR 15/�, a Strength score equal to its Dexterity score, and the phase lurch
ability.
When in ectoplasmic form, its attacks are Melee bite +27 (4d6+18 plus energy
drain), 2 claws +27 (2d8+12 plus divine dispelling), 2 wings +24 (2d6+6), tail slap
+24 (2d8+18).
Phase Lurch (Su)
ECOLOGY
Environment any
Organization solitary or cadre (1 plus 2�4 dread wraiths)
Treasure double
Wyrmwraiths arise from the souls of powerful dragons who refuse to accept death or
have an irrational fear of moving on to an afterlife. No longer concerned with
amassing wealth and power, wyrmwraiths instead brood with an unrelenting hatred of
all living things. They hate other dragons above all else, seeing the existence of
those living creatures as a mockery of their own.
Wyrmwraiths typically haunt their former lairs or some other location where they
can hide from the sunlight. They are drawn toward ancient ruins, forgotten
catacombs, and other places associated with death. Litter, detritus and bones lie
heaped in areas controlled by a wyrmwraith instead of the coins and gems. In the
rare instances when a wyrmwraith is away from its den, the malice of its presence
still lingers palpably in the cold air. Still displaying the draconic instinct to
protect their homes from would-be thieves, wyrmwraiths will often create and leave
behind undead guardians.
Wyrmwraiths slay those who venture near their lairs, surrounding themselves with
their newly created dread wraiths and any other undead they can create or control,
carving out small fiefdoms populated by undead servitors. They send their minions
to collect anything and anyone with knowledge or power they believe can aid them in
their dark endeavors. Captured individuals who please the wyrmwraith can expect to
be reborn as powerful undead while those that fail wallow in eternal torment as
dread wraiths.
A wyrmwraith blights the land with its very presence, a slowly spreading stain
tainting anything it touches. Undead activity inevitably increases in any area a
wyrmwraith inhabits. Unless a wyrmwraith is destroyed, its territory often becomes
a lifeless wasteland for miles.
Wyrmwraiths care little about how many of their undead minions are destroyed in
combat. They are merely pawns to the wyrmwraiths, who have the means at their
disposal to create more.
Brooding and nurturing brutal hatred for the living for so long drives these
wyrmwraiths insane, causing them to become reckless�or self-destructive�and to
venture out into the night to rain down destruction on a nearby settlement or even
an entire kingdom, knowing that they will eventually be hunted down and destroyed.