Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Breath Weapon
(divine, necromancy, negative) The elder wyrmwraith unleashes a burst of negative energy that deals 24d6 negative damage to all creatures in a 90-foot cone (DC 46 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Ability
Consume Souls
(divine, death, necromancy) The elder wyrmwraith inhales sharply, sucking in the souls of nearby creatures. Each creature in a 60-foot cone must attempt a DC 46 Will save. The elder wyrmwraith can't Consume Souls again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature gains doomed 1. Failure The creature gains doomed 2 and takes 100 negative damage. Critical Failure The creature is slain. As long as the wyrmwraith still exists, the slain creature cannot be returned to life through any means.
Ability
Divine Dispelling
(abjuration, divine) An elder wyrmwraith's claws rend divine magic. Whenever an elder wyrmwraith hits a creature with one of its spectral claws, the elder wyrmwraith can attempt a Religion check to counteract an ongoing divine spell effect (of spell level 8th or lower) on the creature.
Ability
Divine Innate Spells
DC 46, attack +42; 10th miracle; 8th charm (undead targets only); 7th divine wrath (x3), finger of death; 6th vampiric exsanguination; 4th charm (x3; undead targets only), darkness; 3rd bind undead (at will)
Ability
Divine Rituals
DC 46; 10th create undead, imprisonment
Ability
Draconic Frenzy
The elder wyrmwraith makes two claw Strikes and one jaws Strike in any order.
Ability
Drain Life
(divine, necromancy) When an elder wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw Strike, the elder wyrmwraith gains 24 temporary Hit Points, and the creature must succeed at a DC 46 Fortitude save or become drained 2. Further damage dealt by the elder wyrmwraith's spectral jaws or spectral claws Strikes increases the value of the drained condition by 2 on a failed save, to a maximum of drained 14.
Ability
Ectoplasmic Form
(divine, necromancy) An elder wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The elder wyrmwraith loses the incorporeal trait for 1d4 rounds, though it can return to its incorporeal form as a free action before then. Once this ability ends, the elder wyrmwraith can't use this ability again for 1d4 rounds. While in ectoplasmic form, the elder wyrmwraith's AC increases to 52 and it gains 125 temporary Hit Points. It loses its immunity to non-magical attacks and precision damage, as well as its resistance to all damage. Its claw and jaws Strikes deal slashing and piercing damage, respectively, instead of negative damage.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 46
Ability
Phase Lurch
Circumstance: The elder wyrmwraith is in ectoplasmic form;
As the Stride action, but the elder wyrmwraith can pass through walls or material obstacles as though it were incorporeal. It must begin and end its movement outside of any physical obstacles, and passing through solid material is difficult terrain.
Ability
Positive Energy Transfer
Circumstance: Trigger: The wyrmwraith succeeds at a saving throw to resist posi
The wyrmwraith transfers all positive damage from the effect to a single undead creature of its choice that it controls within 120 feet.
Ability
Positive Energy Transfer [Reaction]
Circumstance: Trigger: The wyrmwraith succeeds at a saving throw to resist posi
The wyrmwraith transfers all positive damage from the effect to a single undead creature of their choice within 120 feet that they control or that's friendly or helpful to them.
Ability
Sunlight Powerlessness
A wyrmwraith in sunlight is clumsy 2 and stunned 2.
Offense
Melee
Circumstance: combat round (melee)
spectral jaws +42 [+37/+32] (reach 20 feet), Damage 9d8+8 negative plus drain life
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
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
Draconic
Necril
Perception
darkvision
lifesense 120 feet
Resistance
all 25 (except force
ghost touch
or positive
or positive) double resistance vs. non-magical)