Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Breath Weapon
(divine, necromancy, negative) The wyrmwraith unleashes a burst of negative energy that deals 18d6 negative damage to all creatures in a 60-foot cone (DC 38 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Ability
Divine Dispelling
(abjuration, divine) A wyrmwraith's claws rend divine magic. Whenever a wyrmwraith hits a creature with one of its spectral claws, the 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 35, attack +33; 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 35; 8th create undead
Ability
Draconic Frenzy
The wyrmwraith makes two claw Strikes and one jaws Strike in any order.
Ability
Drain Life
(divine, necromancy) When a wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw Strike, the wyrmwraith gains 18 temporary Hit Points, and the creature must succeed at a DC 38 Fortitude save or become drained 2. Further damage dealt by the 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 8.
Ability
Ectoplasmic Form
(divine, necromancy) A wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The 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 wyrmwraith can't use this ability again for 1d4 rounds. While in ectoplasmic form, the wyrmwraith's AC increases to 43 and it gains 100 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 33
Ability
Phase Lurch
Circumstance: The wyrmwraith is in ectoplasmic form;
As the Stride action, but the 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 +33 [+28/+23] (reach 20 feet), Damage 7d8+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 20 (except force
ghost touch
or positive