Voidwraith (CR 6)

Medium Undead (Air and Incorporeal)
Alignment: Always neutral evil
Initiative: +9 (+5 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +10, and Spot +10
Languages: Auran


AC: 22 (+5 Dex, +5 natural, +2 deflection), touch 17, flat-footed 17
Hit Dice: 6d12 (39 hp)
Fort +2, Ref +7, Will +6
Speed: Fly 60 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +3; Grapple +4
Attack: Incorporeal touch +8 melee
Full Attack: Incorporeal touch +8 melee
Damage: Incorporeal touch 1d4 plus 1d2 Con drain
Special Attacks/Actions: Steal breath
Abilities: Str 12, Dex 21, Con -, Int 8, Wis 13, Cha 15
Special Qualities: Airless aura, elemental turning vulnerability, incorporeal traits, inescapable craving, undead traits
Feats: Improved Initiative; Lightning Reflexes; Weapon Finesse
Skills: Hide +18, Listen +10, and Spot +10
Advancement: 7-9 HD (Medium); 10-12 HD (Large); 13-18 HD (Huge)
Climate/Terrain: Any
Organization: Solitary, pair, or gang (3-5)
Treasure/Possessions: None

Source: Libris Mortis

Airless Aura (Su): A voidwraith's body is surrounded by an aura of near vacuum at all times. This means that any creatures adjacent to the voidwraith have no air to breathe and must hold their breath.

Elemental Turning Vulnerability (Ex): A character who can turn undead and also turn air creatures gains a +2 bonus on turning checks to turn a voidwraith. A character who can rebuke undead and also rebuke air creatures gains a +2 bonus on turning checks to rebuke a voidwraith.

Inescapable Craving: A voidwraith has an inescapable craving for Constitution, which it satisfies by using its steal breath ability.

Steal Breath (Su): Living creatures hit by a voidwraith's touch attack must succeed on a DC 15 Fortitude save or take 1d2 points of Constitution drain. (Creatures with the air subtype take a -4 penalty on this save.) When a voidwraith drains a victim's Constitution, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this way last for 1 up to hour. The save DC is Charisma-based.

If the target creature is holding its breath and fails the save, the number of rounds of remaining breath is reduced by 2 per point of Constitution drained. If this reduction exhausts all of the target's remaining breath, it creature must begin making Constitution checks or start to suffocate.

Skills: A voidwraith has a +4 racial bonus on Hide checks.

A voidwraith lurks in dark places until it can sweep out and attack a living victim. Thanks to its stealth and speed, it often surprises targets.

A voidwraith is an undead manifestation of elemental air. It hungers for the breath of the living.

Voidwraiths vaguely resemble wraiths in their appearance but are more amorphous and cloudlike. Still, they share the wraith's hatred for all living things.

A voidwraith fills an area roughly 5 feet on a side, with cloud like tendrils reaching beyond that. As an incorporeal creature a voidwraith has no weight.

Air Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability (see the section on Movement).

Incorporeal Subtype

Some creatures are incorporeal by nature, while others (such as those that become ghosts) can acquire the incorporeal subtype. An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It has immunity to all nonmagical attack forms. Even when hit by spells, including touch spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Non-damaging spell attacks affect incorporeal creatures normally unless they require corporeal targets to function (such as the spell implosion) or they create a corporeal effect that incorporeal creatures would normally ignore (such as a web or wall of stone spell). Although it is not a magical attack, a hit with holy water has a 50% chance of affecting an incorporeal undead creature.

An incorporeal creature's natural weapons affect both in incorporeal and corporeal targets, and pass through (ignore) corporeal natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Attacks made by an incorporeal creature with a nonmagical melee weapon have no effect on corporeal targets, and any melee attack an incorporeal creature makes with a magic weapon against a corporeal target has a 50% miss chance except for attacks it makes with a ghost touch weapon, which are made normally (no miss chance).

Any equipment worn or carried by an incorporeal creature is also incorporeal as long as it remains in the creature's possession. An object that the creature relinquishes loses its incorporeal quality (and the creature loses the ability to manipulate the object). If an incorporeal creature uses a thrown weapon or a ranged weapon, the projectile becomes corporeal as soon as it is fired and can affect a corporeal target normally (no miss chance). Magic items possessed by an incorporeal creature work normally with respect to their effects on the creature or another target. Similarly, spells cast by an incorporeal creature affect corporeal creatures normally.

An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature's Charisma score does not normally provide a bonus).

An incorporeal creature can enter or pass through solid object but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects a square adjacent to its current location, but enemies have total concealment from an incorporeal creature that is inside an object. In order to see clearly and attack normally, a incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creature cannot make trip or grapple attacks against corporeal creatures, nor can they be tripped or grappled by such creatures. In fact, they cannot take any physical action that would move or manipulate a corporeal being or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Non-visual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.