Orb Wraith (CR 19)
AC: 17 (-2 size, +2 Dex, +7 deflection), touch 17, flat-footed 15
Hit Dice: 30d12 (195 hp)
Fort +10, Ref +12, Will +21
Speed: Fly 60 ft. (perfect)
Space: 10 ft./15 ft.
Base Attack +15; Grapple +18
Attack: 2 incorporeal touches +16 melee touch, or enervation ray +16 ranged touch
Full Attack: 2 incorporeal touches +16 melee touch, or enervation ray +16 ranged touch
Damage: Incorporeal touch 1d8/19-20 plus 1d6 Constitution drain, enervation ray 1d4 negative levels 19-20
Special Attacks/Actions: Constitution drain, create spawn, assimilation, enervation ray, spell-like abilities
Abilities: Str -, Dex 14, Con -, Int 18, Wis 18, Cha 25
Special Qualities: Incorporeal subtype, undead traits, unnatural aura
Feats: Alertness; Blind-fight; Combat Reflexes; Dodge; Improved Critical (incorporeal touch); Improved Critical (enervation ray); Improved Initiative; Mobility; Spring Attack; Weapon Focus (incorporeal touch); Weapon Focus (enervation ray)
Skills: Concentration +40, Diplomacy +9, Hide +27, Intimidate +40, Knowledge (any 3) +15, Listen +39, Search +37, Sense Motive +37, and Spot +39
Advancement: 31-40 HD (Huge); 41-60 Hp (Gargantuan)
City of the Spider Queen
Constitution Drain (Su): Any living creature hit by an orb wraith's incorporeal touch attack must succeed at a Fortitude save (DC 32) or take 1d6 points of Constitution drain.
Enervation Ray (Su): An orb wraith can attack with a bolt of negative energy that functions like the enervation spell. This attack is a ray with a maximum range of 60 feet and no range increment. A creature struck by the ray gains 1d4 negative levels.
Spell-Like Abilities: At will - bane, bestow curse, doom, fear; 1/day - circle of death, circle of doom; 1/day - destruction. Caster level 20th; save DC 17 + spell level.
Assimilate (Su): If an orb wraith kills an ordinary wraith (even one of its own spawn), it assimilates the lesser wraith's energy into itself, growing stronger in the process. It adds the assimilated wraith's Hit Dice (usually 5) to its own, to a maximum of 60 HD. It gains all the benefits of these additional HD according to the monster advancement rules in the Monster Manual. When an orb wraith advances to 60 HD, it fissions into two 30-HD orb wraiths.
Create Spawn (Su): Any humanoid slain by an orb wraith becomes a normal wraith in 1d4 rounds. Spawn are under the command of the orb 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 an orb wraith at a distance of 90 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.
An orb wraith can extend two appendages - sometimes looking very much like arms, other times more strongly resembling tentacles or wisps of smoke - to attack in melee. Otherwise, it simply creates an arc of crackling negative energy from its body to that of a nearby target.
An orb wraith is an undead monstrosity formed when six or more ordinary wraiths come together in an area of powerful negative energy. They are common on the Negative Energy Plane, but most natives of the Material Plane encounter them within localized areas of negative energy, like the orb at the heart of the Undying Temple - hence their common name.
An orb wraith looks like a vaguely humanoid mass of darkness. Different features - faces, limbs, and glowing red eyes - shift and surface within the creature at different times. Bolts of purple-black negative energy spark within its body, like lightning within a looming thundercloud.
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.