Encounters by Locale: The Middledark (Underground, Settled)
Wraith (CR 5)
AC: 15 (+3 Dex, +2 deflection), touch 15, flat-footed 13
Hit Dice: 5d12 (32 hp)
Fort +1, Ref +4, Will +6
Speed: Fly 60 ft. (good)
Space: 5 ft./5 ft.
Base Attack +2; Grapple -
Attack: Incorporeal touch +5 melee
Full Attack: Incorporeal touch +5 melee
Damage: Incorporeal touch 1d4 and 1d6 Constitution drain
Special Attacks: Constitution drain, create spawn
Abilities: Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Special Qualities: Undead, incorporeal, +2 turn resistance, unnatural aura, daylight powerlessness
Feats: Alertness; Blind-fight; Combat Reflexes; Improved Initiative
Skills: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, and Survival +2 (+4 following tracks)
Advancement: 6-10 HD (Medium-size)
Climate/Terrain: Any land and underground
Organization: Solitary, gang (2-5), or pack (6-11)
Source: Monster Manual
Wraiths are incorporeal creatures born of evil and darkness. They despise all living things, as well as the light that nurtures them.
Although composed of darkness, wraiths are more or less humanoid in shape. They are utterly featureless except for the glowing red pinpoints of their eyes, In some cases, the grim silhouette of a wraith might appear armored or outfitted with weapons. This does not affect the creature's AC or combat abilities but only reflects the shape it had in life.