Wraith (3.5e Template)

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An incorporeal warrior who is the spectral remnants of an intelligent being who, for one reason or another, entered the pool in the Chasm of Wraiths

Creating a Wraith[edit]

“Wraith” is an acquired template. It can be applied to any humanoid or monstrous humanoid. The creature (referred to hereafter as the base creature) must have a charisma score of at least 12, a wisdom score of at least 10, and an intelligence score of at least 8.

A wraith uses all the base creature’s statistics and special abilities except as noted here.

Becoming a Wraith[edit]

In Sevatim there is a large hole in the ground, about 10 feet deep, on the Isle Shi. Off of the bottom of the hole is a cave. The cave and the area around it is full of mindless shades, attacking anyone who approaches the Chasm (the hole). If any of these shades are killed, they simply reappear 3d4 minutes later. Inside the cave is a pool of what appears to be water.If a living, sentient being (hereafter called the subject) submerses more than a toe in the water, they are pulled into the pool by a supernatural force. Once in the pool, the subject must make a DC 30 will save to willingly leave the pool, and a DC 30 fortitude save to prevent the pool from beginning to transform them.

If the subject has a charisma score of at least 12, a wisdom score of at least 10, and an intelligence score of at least 8, his soul and mind are separated from their body and placed in the Ethereal Plane (otherwise the subjects mind is destroyed), viewing the process in third person. Over the course of the next three hours, the subjects physical body is dissolved into a tan sludge (the skeleton doesn't dissolve immediately; over the next two and a half days the sludge and bones dissolve completely, leaving no residue.) Over those three hours the subjects mind and soul (still trapped in the Ethereal Plane) must make 2 DC 10 will checks and 2 DC 10 charisma checks. If the succeeds in all of those checks, he makes on last DC 15 will+charisma check (1d20 + base will + wisdom modifier + charisma modifier.) Failure of any of these five checks results in the subjects mind being destroyed. If, at the end of the process, the subjects mind is intact, then he gains the wraith template. Otherwise, the subject becomes a mindless shade and is bound to the chasm, forced to guard it forever.

Size and Type[edit]

The base creature’s type does not change, but the creature gains the incorporeal subtype. Size is unchanged.

Hit Dice[edit]

The base creature gains four levels of incorporeal, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.

A wraiths incorporeal levels give it skill points equal to 4 × (2 + Int modifier) at 1st level or 7 × (2 + Int modifier). Its class skills are Bluff, Hide, Intimidate, Listen, Move Silently,Sense Motive, and Spot.


Wraiths have a fly speed equal to the base creature's base land speed (unless the base creature has a higher fly speed) with perfect maneuverability.

Armor Class[edit]

Natural armor is the same as the base creature’s but applies only to ethereal encounters. When the wraith manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.


A wraith retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.

Full Attack[edit]

A wraith retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.

Special Attacks[edit]

A wraith retains all the special attacks of the base creature, although those relying on physical contact do not affect non-ethereal creatures. The wraith also gains a manifestation ability.

Manifestation (Su): Every wraith has this ability. A wraith dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a wraith manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested wraith can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested wraith can pass through solid objects at will, and its own attacks pass through armor. A manifested wraith always moves silently. A manifested wraith can strike with its touch attack or with a wraith touch weapon (see Ghostly Equipment, below). A manifested wraith remains partially on the Ethereal Plane, where is it not incorporeal. A manifested wraith can be attacked by opponents on either the Material Plane or the Ethereal Plane. The wraith ’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting wraith is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting wraith manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested wraith ’s touch spells don’t work on nonethereal targets.

A wraith has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Special Qualities[edit]

A wraith has all the special qualities of the base creature.


Same as the base creature, except that its Charisma score increases by +2 and its Strength and Constitution scores decrease by -2.


Wraiths have a +4 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.


Any, often as base creature.


Solitary, gang (2–4), or mob (7–12).





Level Adjustment[edit]

Level Adjustment +8

Ghostly Equipment[edit]

When a wraith forms, all its equipment and carried items usually become ethereal along with it. In addition, the wraith retains 2d4 items that it particularly valued in life (provided they are not in another creature’s possession). The equipment works normally on the Ethereal Plane but passes harmlessly through material objects or creatures. A weapon of +1 or better magical enhancement, however, can harm material creatures when the wraith manifests, but any such attack has a 50% chance to fail unless the weapon is a ghost touch weapon (just as magic weapons can fail to harm the wraith).

The original material items remain behind, just as the wraith’s physical remains do. If another creature seizes the original, the ethereal copy do not fade away. This loss still angers the wraith, who stops at nothing to return the item to its original resting place.

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