Wyrmwraith

This ghostly, skeletal creature appears to once have been a dragon, but it is now something far less noble.

CR: 17 XP: 102,400


CE Gargantuan undead (incorporeal)


Init: +16 Senses: darkvision 60 ft., lifesense Perception: +38


Aura: unnatural aura


Defense

AC: 31, touch 31, flat-footed 18 (+6 deflection, +12 Dex, +1 dodge,, +6 profane, –4 size)


hp: 252 (24d8+144)


Fort: +14 Ref: +20 Will: +19


Defensive Abilities: channel resistance +4, incorporeal, positive energy transference


Immune: undead traits


Weaknesses: sunlight powerlessness


Offense

Speed: fly 80 ft. (perfect)


Melee: incorporeal bite +27 (4d6 plus energy drain), 2 incorporeal claws +27 (2d8 plus divine dispelling), 2 incorporeal wings +24 (2d6), incorporeal tail slap +24 (2d8)


Space: 20 ft. Reach: 15 ft. (20 ft. with incorporeal bite)


Special Attacks: breath weapon (60-ft. cone, 20d6 negative energy and 1 negative level, Reflex DC 22 half damage, usable every 1d4 rounds), create spawn, ectoplasmic shift, energy drain (2 levels, DC 28)


Spell-Like Abilities: (CL 24th; concentration +30) At will—animate dead, command undead (DC 18), desecrate, detect undead, protection from good 5/day—create undead, control undead (DC 23), unhallow, unholy blight (DC 20) 3/day—create greater undead, quickened finger of death (DC 23), waves of exhaustion 1/day—energy drain (DC 25), soul bind (DC 25)


Statistics

Str: — Dex: 34 Con: — Int: 20 Wis: 21 Cha: 22


Base Atk: +18 CMB: +34 CMD: 57 (61 vs. trip)


Feats: Acrobatic, Dodge, Flyby Attack, Hover, Improved Initiative, Multiattack, Quicken Spell-Like Ability (finger of death), Skill Focus (Intimidate), Skill Focus (Perception), Stealthy, Weapon Focus (incorporeal bite), Weapon Focus (incorporeal claw)


Skills: Acrobatics +40, Escape Artist +14, Fly +45, Intimidate +39, Knowledge (arcana) +20, Knowledge (planes) +17, Knowledge (religion) +32, Perception +38, Sense Motive +32, Stealth +31, Survival +29


SQ: phase lurch


Languages: Abyssal, Common, Draconic, Elven, Infernal


Ecology

Environment: any (Elemental Planes or Ethereal Plane)


Organization: solitary, cloud (3–8), symphony (10–40 plus 1 wysp conductor), or retinue (1–6 plus a powerful elemental creature)


Treasure: none


Description

Living Battery (Ex) As an immediate action, a wysp can kill itself to cause a creature benefiting from its resonance to heal 2 hit points for each of that creature’s HD. If the wysp uses this ability, its death can’t be prevented, and its life can’t be restored by any effect less than true resurrection, miracle, or wish, even if such an effect can normally revive an outsider.

Resonance (Ex) A wysp’s natural resonance strengthens the power of its element. The wysp grants a +2 competence bonus on attack rolls and damage rolls to all creatures within 30 feet with an elemental subtype that matches the wysp’s, and to the DCs of all racial spell-like, supernatural, and extraordinary abilities of such creatures (as usual, this does not include creatures assuming an elemental form). Kineticists within 30 feet who share the wysp’s element gain a +1 competence bonus on attack rolls and damage rolls. The wysp’s statistics already include these bonuses.

Servitor (Ex) A wysp is a natural servitor. When it uses the aid another action to assist a creature benefiting from its resonance, the wisp can grant that creature a +4 bonus instead of +2. No other effect can increase this bonus beyond +4.

Source: Pathfinder Roleplaying Game Bestiary 5