Seething Wraith
Medium shadow humanoid (undead)
Level 7 Controller XP 300
Initiative +8 Senses Perception +6; Darkvision
Seething Whispers (Psychic) aura 3; deafened creatures are immune; any enemy in the aura at the start of its turn takes 5 psychic damage and is dazed until the start of its next turn. (If the mad wraith takes radiant damage, the aura is negated until the end of the seething wraith's next turn.)
HP 76; Bloodied 38
AC 19; Fortitude 16, Reflex 19, Will 18
Immune disease, poison; Resist 10 necrotic, insubstantial; Vulnerable 5 radiant
Speed fly 6 (hover); phasing
(⚔) Touch of Hate (standard, at-will) ✦ Psychic
+9 vs Will; 1d6+5 psychic damage, and the target takes a -2 penalty to Will defense (save ends).
⚔ Touch of Chaos (standard, recharge ⚄⚅) ✦ Psychic
+10 vs Will; 2d6+4 psychic damage, and the target moves up to its speed and makes a basic attack against its nearest ally as a free action.
Spawn Wraith
Any humanoid killed by a seething wraith rises as a freewilled seething wraith at the start of its creator's next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Alignment Chaotic evil Languages Common
Skills Stealth +13
Str 6 (+1) Dex 20 (+8) Wis 6 (+1)
Con 12 (+4) Int 11 (+3) Cha 19 (+7)
Published in Dungeon Magazine 158, page(s) 22.