Golden Orb

Wispwraith Experiment 29's page

16 posts. Alias of Philo Pharynx.


Full Name

Wispwraith experiment 29

Race

AC 25/25/28; Fort +12, Ref +17, Will +11

Classes/Levels

HP 192/192; THP 5; Channel negative energy 9/9

About Wispwraith Experiment 29

Wispwraith experiment 29 CR 10
NE Small Undead (air, incorporeal, nightshade)
Initiative +7; Senses Darkvision 60', Low-light, Darksense; Perception +18
Aura Desecrating Aura
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Defense
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AC 25, touch 25, flat-footed 18 (+7 dex, +6 deflection, +1 size, +1 dodge)
HP 192 (12d8+96)
Fort +12, Ref +17, Will +11
Defensive Abilities Channel Resistance +4, incorporeal, natural invisibility Immune magic, undead traits
Weaknesses sunlight powerlessness, light aversion
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Offense
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Speed fly 60 ft. (perfect)
Melee Shock +18 touch (4d6+2 electricty +1d6 Con drain/19-20, x2+Stun)
Special Attacks channel negative energy 9/day (5d6, DC 29); Telekinesis (Su) usable once every d4 rounds, CL 12
Spell-like abilities (CL 12, concentration +18)
. . At-Will - Castigate (DC 17)
. . 3/day - Protective Penumbra
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Statistics
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Str —, Dex 24, Con —, Int 10, Wis 16, Cha 22
BaseAtk +9; CMB +12; CMD 19
Feats dodge, flyby attack, improved critical (touch), iron will, selective channeling, shatter resolve
Skills Acrobatics +22, Fly +21, Intimidate +21, Perception +18, Spellcraft +14, Stealth +22, Use Magic Device +21
Languages Aklo, Common
SQ darksense, feed on fear
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Special Abilities
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Constitution Drain (Su) Creatures hit by a wispwraith’s touch attack must succeed on a DC 22 Fortitude save or take 1d6 points of Constitution drain. On each successful attack, the wispwraith gains 5 temporary hit points. The save DC is Charisma-based.
Darksense (Ex) Wispwraiths gain true seeing in dim light and darkness. Regardless of light conditions, they can detect living creatures and their health within 60 feet, as blindsense with deathwatch continuously active. Mind blank and nondetection prevent the latter effect but not the wispwraith’s true seeing.
Desecrating Aura (Su) All wispwraiths have a 30-foot-radius emanation equivalent to a desecrate spell centered on a shrine of evil power. Undead within this radius (including the wispwraith) gain a +2 profane bonus on attack and damage rolls and saving throws, as well as +2 hit points per die, and the save DC of channeled negative energy is increased by +6 (these adjustments are included for the wispwraith). This aura can be negated by dispel evil, but a wispwraith can reactivate it on its turn as a free action. A desecrating aura suppresses and is suppressed by consecrate or hallow; both effects are negated within any overlapping area of effect.
Electricity (Ex) On a critical hit, the creature struck must make a Fortitude save (DC 22) or be stunned for 1 round.
Feed on Fear (Su) Any time a wispwraith is within 30 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.
Immunity to Magic (Ex) Wispwraiths are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.
Light Aversion (Ex) A wispwraith in bright light becomes sickened—the penalties from this condition are doubled when the wispwraith is in natural sunlight.
Natural Invisibility (Ex) Wispwraiths have the ability to extinguish their natural darkness as a move action, effectively becoming invisible, as per the spell.
Shatter Resolve Creatures that fail save vs. channel are shaken for 5 rounds.
Sunlight Powerlessness (Ex) A wispwraith caught in sunlight cannot attack and is staggered.