Wyrmwraith

Legacy. These stats use the original (pre-Remaster) Pathfinder Second Edition rules from Pathfinder Bestiary 3 (Second Edition).

The Wyrmwraith is a Level 17 creature, with Armor Class 39 and 280 hit points. A wyrmwraith is the terrifying spectral remains of a powerful dragon that has refused to move on, existing as a gargantuan entity of pure necrotic hatred.

Wyrmwraith, original Pathfinder 2e monster artwork by ZapGM

Stat Block

Abilities & Attacks

Hit Points: 280 (negative healing) Frightful Presence (aura, emotion, fear, mental). 90 feet, DC 33 Sunlight Powerlessness. A wyrmwraith in sunlight is clumsy 2 and stunned 2. Positive Energy Transfer (reaction) (conjuration, divine). Trigger The wyrmwraith succeeds at a saving throw to resist positive damage but still takes damage; Effect The wyrmwraith transfers all positive damage from the effect to a single undead creature of their choice within 120 feet that they control or that's friendly or helpful to them. Breath Weapon (2 actions) (divine, necromancy, negative). The wyrmwraith unleashes a burst of negative energy that deals 18d6 negative damage to all creatures in a 60-foot cone (DC 38 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. Divine Dispelling (abjuration, divine). A wyrmwraith's claws rend divine magic. Whenever a wyrmwraith hits a creature with a spectral claws Strike, the wyrmwraith can attempt a Religion check to counteract an ongoing divine spell effect on the creature. Draconic Frenzy (2 actions). The wyrmwraith makes two claw Strikes and one jaws Strike in any order. Drain Life (divine, necromancy). When a wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw Strike, the wyrmwraith gains 18 temporary Hit Points, and the creature must succeed at a DC 38 Fortitude save or become drained 2. Further damage dealt by the wyrmwraith's spectral jaws or spectral claws Strikes increases the value of the drained condition by 2 on a failed save, to a maximum of drained 4. Ectoplasmic Form (1 action) (divine, necromancy). A wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The wyrmwraith loses the incorporeal trait for 1d4 rounds, though they can return to their incorporeal form as a free action before then. Once this ability ends, the wyrmwraith can't use this ability again for 1d4 rounds. While in their ectoplasmic form, the wyrmwraith's AC increases to 43 and they gain 100 temporary Hit Points. They lose their immunity to precision damage and all of their resistances. Their melee Strikes deal slashing and piercing damage, respectively, instead of negative damage. Phase Lurch (1 action) (divine, move). Requirements The wyrmwraith is in their ectoplasmic form; Effect As the Stride action, but the wyrmwraith can pass through walls or material obstacles as though they were incorporeal. They must begin and end their movement outside of any physical obstacles, and passing through solid material is difficult terrain.

Common Questions

How much HP does a Wyrmwraith have?

280 hit points.

What level is a Wyrmwraith?

Level 17.

What is a Wyrmwraith's Armor Class?

AC 39.

How fast can a Wyrmwraith move?

Speed 50 ft., fly 80 ft.

Use Wyrmwraith at your table

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License

Game statistics on this page are Open Game Content, used under the Open Game License v1.0a. The full license and the Section 15 copyright notice are on zapgm.com/legal.

The creature description and artwork are ZapGM Product Identity.

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