Post by Lord Kain on Jul 5, 2007 23:09:34 GMT -5
WRAITH LORD
Size/Type: Large Undead (Incorporeal)
Hit Dice: 34d12+(34 Improved toughness, +68 Desecrating Aura=+102) (323 hp)
Initiative: +14
Speed: Fly 90 ft. (good) (18 squares)
Armor Class: 32 (–1 size, +10 Dex, +9 deflection, +4 Shield Spell),touch 28, flat-footed 23
Base Attack/Grapple: +18/—
Attack: Incorporeal touch +29 melee (2d6+2 plus 1d8 Constitution drain)
Full Attack: 3 Incorporeal touches +29 melee (2d6+2/19-20 plus 1d8 Constitution drain)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constitution drain, create spawn, Spell-Like Abilities, Telekinesis, Devour Wraith
Special Qualities: Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 120 ft., undead traits, unnatural aura, Desecration Aura,
Saves: Fort +13 Ref +23, Will +27
Abilities: Str —, Dex 30, Con —, Int 21, Wis 23, Cha 28
Skills: Diplomacy +30, Hide +47, Intimidate +36, Knowledge (religion) +29, Listen +45, Search +35, Sense Motive +33, Spot +43, Survival +26 (+28 following tracks)
Feats: Alertness(B), Blind Fight, Combat Reflexes, Dodge, Improved Initiative(B), Improved Natural Attack (incorporeal touch), Mobility, Spring Attack, Bounding Assault, Rapid Blitz, Track, Ability Focus: Constitution Drain, Improved Toughness, Quicken Spell-Like Ability(ray of enfeeblement)
Environment: Any
Organization: Solitary or gang. 1 Wraith Lord and 6-11 Wraiths and 2-20 humanoid zombies. (2HD, just fodder from previous kills)
Challenge Rating: 17?
Treasure: None
Alignment: Always lawful evil
The Wraith Lord is born of darkness and evil most foul. It is said if a Dread Wraith survive a thousand years it may evolve into Wraith Lord. While its constitution drain is no more deadly save for a much higher saving throw it is capable of lashing out multiple times and dispeling typical protections such as death ward.
The Wraith Lord's shadowy visage appears as grand armored warrior, with a large crown and glowing red eyes.
All Wraith Lords speak common and infernal and at least 2 other languages.
COMBAT
A Wraith Lord can make three incorporeal touch attacks a round. They prefer to use rapid assault to come out of the wall strike three targets before entering the next. Even when facing two or fewer targets a Wraith Lord is reluctant to forgo using spring attack and expose its self to their prey.
Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a wraith lord at a distance of 100 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.
Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.
Constitution Drain (Su): Living creatures hit by a Wraith Lord’s incorporeal touch attack must succeed on a DC 38 Fortitude save or take 1d8 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the Wraith Lord gains 5 temporary hit points.
Devour Wraith (Su): As a full round action a Wraith Lord can devour lesser wraiths. The Wraith Lord must succeed on a touch attack. If the attack is successful the target wraith must make a will save DC 36 or be devoured. A devoured Wraith heals the Wraith Lord for 2 hit points per hit die of the wraith devoured. Any excess hit points are treated as temporary that last for one hour. Wraiths with more then 20HD are immune to this effect. Wraiths with 5HD or fewer get no saving throw.
Lifesense (Su): A Wraith Lord notices and locates living creatures within 120 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.
Desecrating Aura (Su)
All Wraith Lords give off a 20-foot radius emanation of utter desecration, imbuing their surroundings with negative energy. This ability works much like a desecrate spell, except that the Wraith Lord’s evil is so great that it is treated as the shrine of an evil power. All undead within 20 feet of the Wraith Lord (including the creature itself) gain a +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD. (The Wraith Lord Hit Dice, attack, and save entries given here include these profane bonuses.) Charisma checks made to turn undead within this area take a -6 penalty.
Telekinesis (Su):
A Wraith Lord can use telekinesis as a standard action (caster level 20th). When a Dread Lord uses this power, it must wait 1d4 rounds before using it again.
Create Spawn (Su): Any humanoid slain by a Wraith Lord becomes a 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 wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. A Wraith Lord can forgo spawning if it should so chose.
Spell-Like Abilities: At will— Deeper Darkness, Shield, Ray of Enfeeblement, Animate Dead, Fear, Command Undead, Greater Dispel Magic.
DC is 18+ the spells level.
CL 18th
before you ask Sargon, my epic necro would be incapable of rebuking them
Size/Type: Large Undead (Incorporeal)
Hit Dice: 34d12+(34 Improved toughness, +68 Desecrating Aura=+102) (323 hp)
Initiative: +14
Speed: Fly 90 ft. (good) (18 squares)
Armor Class: 32 (–1 size, +10 Dex, +9 deflection, +4 Shield Spell),touch 28, flat-footed 23
Base Attack/Grapple: +18/—
Attack: Incorporeal touch +29 melee (2d6+2 plus 1d8 Constitution drain)
Full Attack: 3 Incorporeal touches +29 melee (2d6+2/19-20 plus 1d8 Constitution drain)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constitution drain, create spawn, Spell-Like Abilities, Telekinesis, Devour Wraith
Special Qualities: Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 120 ft., undead traits, unnatural aura, Desecration Aura,
Saves: Fort +13 Ref +23, Will +27
Abilities: Str —, Dex 30, Con —, Int 21, Wis 23, Cha 28
Skills: Diplomacy +30, Hide +47, Intimidate +36, Knowledge (religion) +29, Listen +45, Search +35, Sense Motive +33, Spot +43, Survival +26 (+28 following tracks)
Feats: Alertness(B), Blind Fight, Combat Reflexes, Dodge, Improved Initiative(B), Improved Natural Attack (incorporeal touch), Mobility, Spring Attack, Bounding Assault, Rapid Blitz, Track, Ability Focus: Constitution Drain, Improved Toughness, Quicken Spell-Like Ability(ray of enfeeblement)
Environment: Any
Organization: Solitary or gang. 1 Wraith Lord and 6-11 Wraiths and 2-20 humanoid zombies. (2HD, just fodder from previous kills)
Challenge Rating: 17?
Treasure: None
Alignment: Always lawful evil
The Wraith Lord is born of darkness and evil most foul. It is said if a Dread Wraith survive a thousand years it may evolve into Wraith Lord. While its constitution drain is no more deadly save for a much higher saving throw it is capable of lashing out multiple times and dispeling typical protections such as death ward.
The Wraith Lord's shadowy visage appears as grand armored warrior, with a large crown and glowing red eyes.
All Wraith Lords speak common and infernal and at least 2 other languages.
COMBAT
A Wraith Lord can make three incorporeal touch attacks a round. They prefer to use rapid assault to come out of the wall strike three targets before entering the next. Even when facing two or fewer targets a Wraith Lord is reluctant to forgo using spring attack and expose its self to their prey.
Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a wraith lord at a distance of 100 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.
Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.
Constitution Drain (Su): Living creatures hit by a Wraith Lord’s incorporeal touch attack must succeed on a DC 38 Fortitude save or take 1d8 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the Wraith Lord gains 5 temporary hit points.
Devour Wraith (Su): As a full round action a Wraith Lord can devour lesser wraiths. The Wraith Lord must succeed on a touch attack. If the attack is successful the target wraith must make a will save DC 36 or be devoured. A devoured Wraith heals the Wraith Lord for 2 hit points per hit die of the wraith devoured. Any excess hit points are treated as temporary that last for one hour. Wraiths with more then 20HD are immune to this effect. Wraiths with 5HD or fewer get no saving throw.
Lifesense (Su): A Wraith Lord notices and locates living creatures within 120 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.
Desecrating Aura (Su)
All Wraith Lords give off a 20-foot radius emanation of utter desecration, imbuing their surroundings with negative energy. This ability works much like a desecrate spell, except that the Wraith Lord’s evil is so great that it is treated as the shrine of an evil power. All undead within 20 feet of the Wraith Lord (including the creature itself) gain a +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD. (The Wraith Lord Hit Dice, attack, and save entries given here include these profane bonuses.) Charisma checks made to turn undead within this area take a -6 penalty.
Telekinesis (Su):
A Wraith Lord can use telekinesis as a standard action (caster level 20th). When a Dread Lord uses this power, it must wait 1d4 rounds before using it again.
Create Spawn (Su): Any humanoid slain by a Wraith Lord becomes a 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 wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. A Wraith Lord can forgo spawning if it should so chose.
Spell-Like Abilities: At will— Deeper Darkness, Shield, Ray of Enfeeblement, Animate Dead, Fear, Command Undead, Greater Dispel Magic.
DC is 18+ the spells level.
CL 18th
before you ask Sargon, my epic necro would be incapable of rebuking them