Wraith (CR 5)

Medium Undead (Incorporeal)
Alignment: Always lawful evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +12, and Spot +12


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)
Treasure/Possessions: None

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.

Combat

Close combat with a wraith is dangerous, thanks to its deadly touch.

Constitution Drain (Su): Living creatures hit by a wraith's incorporeal touch attack must succeed at a Fortitude save (DC 14) or suffer 1d6 points of permanent Constitution drain.

Create Spawn (Su): Any humanoid slain by a wraith become a wight in 1d4 rounds. Spawn are under the command of the wraith 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 wraith 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.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.

Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.

Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.