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

Wyrmwraith CR 17

XP 102,400
CE Gargantuan undead (incorporeal)
Init +16; Senses darkvision 60 ft., lifesense; Perception +38
Aura unnatural aura


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


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 willanimate dead, command undead (DC 18), desecrate, detect undead, protection from good
5/daycreate undead, control undead (DC 23), unhallow, unholy blight (DC 20)
3/daycreate greater undead, quickened finger of death (DC 23), waves of exhaustion
1/dayenergy drain (DC 25), soul bind (DC 25)


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
Languages Abyssal, Common, Draconic, Elven, Infernal
SQ phase lurch


Create Spawn (Su)

Any humanoids slain by a wyrmwraith become dread wraiths in 1d4 rounds. Spawn are under the command of the wyrmwraith that created them and remain enslaved until its death, at which point they become free-willed dread wraiths. They don't possess any of the abilities they had in life.

Divine Dispelling (Su)

When a wyrmwraith strikes a creature with one of its claws, that creature is also affected by a targeted greater dispel magic (CL 20th) that can dispel only divine spells.

Ectoplasmic Shift (Su)

A wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. As a swift action, the wyrmwraith can become corporeal for 1d4 rounds. It can return to its incorporeal form as a free action. Once its ectoplasmic form's duration ends, the wyrmwraith can't assume that form again for 1d4 rounds. While in ectoplasmic form, the wyrmwraith loses the incorporeal ability (including its deflection bonus to AC) and gains a +16 natural armor bonus to AC, DR 15/—, a Strength score equal to its Dexterity score, and the phase lurch ability.

The AC for a typical wyrmwraith in ectoplasmic form is 41.

When in ectoplasmic form, its attacks are Melee bite +27 (4d6+18 plus energy drain), 2 claws +27 (2d8+12 plus divine dispelling), 2 wings +24 (2d6+6), tail slap +24 (2d8+18).

Phase Lurch (Su)

A wyrmwraith in ectoplasmic form can pass through walls or material obstacles. It must begin and end its turn outside whatever wall or obstacle it's moving through. It can't move through corporeal creatures with this ability, and its movement speed is halved while moving through a wall or obstacle. Any surface it moves through is coated with a thin, silvery mucus that lingers for 1 minute.

Positive Energy Transference (Su)

Whenever a wyrmwraith succeeds at a saving throw to resist positive energy damage but still suffers damage, the wyrmwraith can immediately transfer that damage to any dread wraith spawn of its choice with 120 feet that it controls. The wyrmwraith takes any excess damage beyond the spawn's hit points. Even if the wyrmwraith has no spawn under its control, when it succeeds at its save against a positive energy effect that normally deals half damage on a successful save, it instead takes one quarter damage.