Bloodwraith

Bloodwraith
Medium Undead (Incorporeal)
Hit Dice: 6d12 (39 hp)
Initiative: +7
Speed: Fly 60 ft. (good)
Armor Class: 16 (+3 Dex, +3 deflection), touch 16, flat-footed 13
Base Attack/Grapple: +3/—
Attack: Incorporeal touch +6 melee (1d8 + 1d6 Con drain)
Full Attack: Incorporeal touch +6 melee (1d8 + 1d6 Con drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constitution drain
Special Qualities: Incorporeal subtype, undead traits, unnatural aura
Saves: Fort +2, Ref +5, Will +5
Abilities: Str -, Dex 17, Con -, Int 14, Wis 14, Cha 16
Skills: Intimidate +12, Perception +11, Search +11, Stealth +11
Feats: Combat Reflexes, Dodge, Improved InitiativeB, Mobility
Environment: Any
Organization: Solitary
ECL: 5
Treasure: Standard
Alignment: Always neutral evil

Bloodwraiths are undead typically created by the [[lesser masters:xxx | bloodwraith]] spell, though there are unconfirmed rumors of some blood mages rising as bloodwraiths after they die. They haunt graveyards, abattoirs, battlefields, and other places where large numbers of the dead can be found, lying in wait for living beings so they can drain their blood.

Like normal wraiths, bloodwraiths are vaguely humanoid in form, but they appear as a swirling reddish mist with black holes for eyes in their featureless faces.

Combat

Constitution Drain (Su): Living creatures hit with a bloodwraith’s incorporeal touch attack must succeed at a DC 16 Fort save or suffer 1d6 points of Constitution drain. The save DC is Charisma-based.

Create Spawn (Su): Any humanoid slain by a bloodwraith becomes a bloodwraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the bloodwraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a bloodwraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

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