Do regular wraiths sap 1d6 temporary negative levels and also do 1d6 Con drain per hit?


Rules Questions


I feel like that's really lethal, but I read it as that in the Bestiary. Is that right? And there is no actual regular hit points damage?

Liberty's Edge

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Negative Energy is not the same as negative levels. The 1D6 Negative energy is just a damage type for normal Hit point damage like slashing or Fire.


OK, so the wraith doesn't drain any levels? it does 1d6 damage and 1d6 Con drain

Liberty's Edge

Correct, and the 1D6 Con Drain can be negated with a successful DC: 17 FORT save each time you are hit.
Wraiths are still a scary enemy, but not as scary as you originally had them.


My players were terrified, gobsmacked, especially the level 8 rogue who got hit and I rolled 4 on a 1d6 for level drain. Fortunately no lasting damage. I can rectify the situation without affecting the scenario play. Thankyou very much Falcar,


Constitution Drain 1d6 is scary enough -- even if you have Constitution 18, a Wraith can kill in around 6 hits (even 3 hits if you get really unlucky), and then you come back as one of them in short order. You do et a Save against the Constitution Drain (unlike against Shadows with their Strength Drain), but your Save is going to get worse with each successful Drain, and the DC starts out moderately difficult even for a Constitution 18 character with a good Fortitude Save. If you are up against a horde of Wraiths ("Organization solitary, pair, gang (3–6), or pack (7–12)"), and they use intelligent tactics (they are decently intelligent and Lawful Evil), things could get ugly real fast -- no Negative Levels needed.


UnArcaneElection wrote:
Constitution Drain 1d6 is scary enough -- even if you have Constitution 18, a Wraith can kill in around 6 hits (even 3 hits if you get really unlucky), and then you come back as one of them in short order. You do et a Save against the Constitution Drain (unlike against Shadows with their Strength Drain), but your Save is going to get worse with each successful Drain, and the DC starts out moderately difficult even for a Constitution 18 character with a good Fortitude Save. If you are up against a horde of Wraiths ("Organization solitary, pair, gang (3–6), or pack (7–12)"), and they use intelligent tactics (they are decently intelligent and Lawful Evil), things could get ugly real fast -- no Negative Levels needed.

Only the master wraith does 1d6 Con drain though, any wraiths it creates with its Create Spawn ability are wraithspawn and their attacks only deal 1d2 Con drain until the master is destroyed, at which point they all become full wraiths with the 1d6 Con drain.

This should make packs of wraiths (only slightly) more manageable since some of them (most of them?) are likely to be wraithspawn instead of full-blown wraiths, at least until their master is destroyed. A battle could turn really bad really fast if the master is destroyed before its spawn though.

Wraithspawn also have penalties to attack, hp, etc.

Bestiary wrote:
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.


^Of course, if somebody accidentally destroyed the master Wraith before the others and then got TPK'd, the rest of the pack will reasonably likely stick together to gank the next PC party.

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