Size:
Medium
Type:
Undead
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: lurker
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Create Specter
The oblivion wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The targetÂs spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the oblivion wraithÂs control. The oblivion wraith can have no more than ten specters under its control at one time.
Action
Life Drain
Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 26 (4d8 + 8) necrotic damage and 21 (6d6) cold damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Special
Chill of the Grave
The oblivion wraith radiates an aura of unnatural cold in a 60-foot radius. All creatures in this area must succeed on a DC 14 Constitution saving throw or have their speed reduced by half. A creature that touches the oblivion wraith or hits it with a melee attack while within 5 feet of it takes 10 (3d6) cold damage.
Special
Incorporeal Movement
The oblivion wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Special
Sunlight Sensitivity
While in sunlight, the oblivion wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
incorporeal touch
6 (1d6 negative energy plus 1d6
Special (Ex)
Sunlight Powerlessness

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
z
Channel Resistance You are less easily affected by clerics or paladins. You add +2 to saves made to resist the effects of Constitution Drain Create Spawn Incorporeal Lifesense Sunlight Powerlessness Unnatural Aura channel energy, including effects that rely on the use of channel energy.
Special
zz
Creatures hit by a wraith's touch attack must succeed on a Death save or take suffer 1d4 points of Constitution damage. On each successful attack, the wraith gains 5 hit points.
Special
zzz
A humanoid slain by a wraith becomes a wraith in 1d4 rounds. These spawn are less powerful than typical wraiths, and suffer a a -2 penalty on all d20 rolls and checks, receive -2 hp per HD, and only have a 75% chance of inflicting the Drained condition 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.
Special
zzzz
You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons, and spells, spell-like abilites, or supernatural abilities.. You are immune to all nonmagical attack forms. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting you. Force spells and effects, such as from a magic missile, affect you normally.
Special
zzzzz
A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.
Special
zzzzzz
A wraith caught in sunlight cannot attack and is staggered.
Special
zzzzzzz
Animals do not willingly approach within 30 feet of a wraith.
Action
1 touch
1-6 + Energy Drain
Action
touch
1 * touch (1d6 + energy drain)
Special
Undead
Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
Special
Mundane damage immunity
Only harmed by silver weapons or magic.
Special
Damage reduction
Half damage from silver weapons.
Special
Energy drain
A successfully hit target permanently loses one experience level (or Hit Die). This incurs a loss of one Hit Die of hit points, as well as all other benefits due to the drained level (e.g. spells, saving throws, etc.). A character's XP is reduced to the lowest amount for the new level. A person drained of all levels becomes a wraith in one day, under the control of the wraith that killed them.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Blind-Fight
Action
Feat 2
Combat Reflexes
Action
Feat 3
Improved Initiative
Action
Melee 1
incorporeal touch +6 (1d6 negative energy plus 1d6 Con drain)
Special
Constitution Drain (Su)
Creatures hit by a wraith's touch attack 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.
Special
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.
Special
Lifesense (Su)
A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.
Special
Sunlight Powerlessness (Ex)
A wraith caught in sunlight cannot attack and is staggered.
Special
Unnatural Aura (Su)
Animals do not willingly approach within 30 feet of a wraith, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. positive
Ability
Attack of Opportunity
Ability
Drain Life
(divine, necromancy) When the wraith damages a living creature with its spectral hand Strike, the wraith gains 5 temporary Hit Points and the creature must succeed at a DC 23 Fortitude save or become drained 1. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of drained 4.
Ability
Lifesense
(divination, divine) Wraiths sense the vital essence of living and undead creatures within the listed range.
Ability
Sunlight Powerlessness
A wraith caught in sunlight is stunned 2 and clumsy 2.
Ability
Wraith Spawn
(divine, necromancy) A living humanoid slain by a wraith's spectral hand Strike rises as a wraith spawn after 1d4 rounds. This wraith spawn is under the command of the wraith that killed it. It doesn't have drain life or wraith spawn and becomes clumsy 2 for as long as it is a wraith spawn. If the creator of the wraith spawn dies, the wraith spawn becomes a full-fledged, autonomous wraith; it regains its free will, gains Wraith Spawn, and is no longer clumsy.
Offense
Melee
Circumstance: combat round (melee)
spectral hand +17 [+12/+7] (finesse), Damage 2d8+5 negative plus drain life
Trait
Incorporeal
An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space.
An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects.
Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Trait
Wraith
A wraith is an incorporeal undead creature infused with negative energy and driven by a hatred of all life
Immunity
death effects
disease
paralyzed
poison
precision
unconscious
Language
Common
Necril
Perception
darkvision
lifesense 60 feet
Resistance
all 5 (except force
ghost touch
or positive
Incorporeal, undead monsters that appear as pale, human-like forms of coalescing mist. Dwell in deserted regions or in the homes of former victims.
OSE