Mord Wraith (CR 13)

Medium Outsider (Evil)
Alignment: Always lawful evil
Initiative: +9 (+5 Dex, +4 Improved Initiative); Senses: blindsight 60 ft., Listen +14, and Spot +14


AC: 20 (+5 Dex, +5 natural), touch 15, flat-footed 15
Hit Dice: 12d8+36 (90 hp); DR: 25/magic
Fort +11, Ref +15, Will +14
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +12; Grapple +7
Attack: Longsword +16 melee
Full Attack: Longsword +16 melee
Damage: Longsword 1d8+6
Special Attacks/Actions: Call Fire +17 ranged touch, frightful presence, spell-like abilities
Abilities: Str 18, Dex 21, Con 16, Int 17, Wis 19, Cha 18
Special Qualities: fast healing 5, immunities, outsider traits, SR 22
Feats: Improved Initiative; Iron Will; Lightning Reflexes; Track
Skills: Bluff +12, Concentration +11, Diplomacy +8, Gather Information +12, Hide +13, Intimidate +14, Knowledge (any) +11, Knowledge (arcana) +11, Listen +14, Move Silently +13, Read Lips +11, Search +11, Sense Motive +12, Spellcraft +11, Spot +14, and Use Magic Device +12
Advancement: By character class
Climate/Terrain: Any land or underground (Shannara)
Organization: Solitary, Pair, or Troop (3-12)
Treasure: Standard

Source: Dragon #286

Call Fire (Su): Mord wraiths can summon a blast of green fire as a standard action. This attack follows the rules for rays covered under Aiming a Spell in Chapter 10: Magic of the Player's Handbook. This attack has a range of 50 feet and does 5d6 points of fire damage.

Spell-like Abilities (Sp): At will - greater magic weapon, fire shield, fire trap, flame blade, flaming sphere, produce flame, wall of fire; 1/day - fire Storm, flame strike. These spells' fire effects are colored green. They function as if cast by a 12th-level sorcerer (save DC 14 + spell level).

Frightful Presence (Su): This ability takes effect automatically when the creature is seen. It affects only opponents with fewer hit dice or levels than the creature has and only those within 50 feet. The affected creature must make a successful Will save (DC 20) or become shaken. Success indicates that the target is immune to the creature's frightful presence for one day.

Immunities (Ex): Mord wraiths are immune to poison, electricity, and fire.

Blindsight (Ex): The creature maneuvers and fights as well as a sighted creature by using sound, scent, and vibration. Invisibility and darkness are irrelevant, although the creature still can't discern ethereal beings. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. The blindsight has a range of 60 feet.

Fast Healing (Ex): The creature regains hit points at a rate of 5 per round so long as it has 1. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and does not allow a creature to regrow or reattach lost body parts.

Outsider Traits: Mord wraiths cannot be raised or resurrected (though a wish or miracle spell can restore life).

Evil Subtype

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).