Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Creating a FluxwraithA powerful necromancer can try to create a fluxwraith by subjecting someone to unstable temporal magic, usually by inflicting it on an unwilling victim. If the process succeeds, the created fluxwraith typically holds no loyalty to the necromancer and often turns its newfound powers on them first. A wise creator ensures they're nowhere nearby when the fluxwraith rises from death.
Ability
Occult Innate Spells
DC 39, attack +31; 10th time stop; 8th déjà vu (at will); 7th cast into time, day's weight, paralyze; 3rd haste (self only); 2nd mirror image; Cantrips (9th) daze
Ability
Terrible Foresight
(divination, mental, occult, prediction) A creature struck by the fluxwraith's temporal fracturing ray receives a glimpse of a possible tragic event in its future. It must succeed at a DC 35 Will save or become slowed 1 and stupefied 1 (slowed 2 and stupefied 2 on a critical failure). If the creature is already affected by terrible foresight, it increases its stupefied value by 1 on a failed save, to a maximum of stupefied 4. Each time the creature gets a full night's rest, its condition values from terrible foresight decrease by 1.
Ability
Time Shift
(occult, transmutation) A creature struck by the fluxwraith's time-shifting touch must succeed at a DC 35 Will saving throw or be thrust forward in time, vanishing from its space. The target automatically reappears in the same location after 1d4 rounds but can attempt an additional Will save at the end of each of its turns to end the duration. If its original space is occupied when it returns, the creature appears in the nearest unoccupied space. Since the creature is shunted forward in time, it doesn't experience any of the intervening time. Likewise, any effects on the creature with a duration don't decrease their duration, resuming when the creature reappears. A creature that succeeds at any saving throw against time shift is temporarily immune for 1 hour.
Offense
Melee
Circumstance: combat round (melee)
time-shifting touch +34 [+30/+26] (agile, finesse, magical), Damage 3d8+14 force plus time shift
Offense
Ranged
Circumstance: combat round (ranged)
temporal fracturing ray +34 [+29/+24] (magical, range 30 feet), Damage 3d6+14 mental plus terrible foresight
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
Spirit
Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.
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.
Immunity
death effects
disease
paralyzed
poison
precision
unconscious
Language
Common
Necril
plus any four languages (typically ancient languages)
Perception
darkvision 60 feet
lifesense (imprecise) 60 feet
Resistance
all damage 15 (except force
ghost touch
or positive