Haunting Bluewraith (3.5e Monster)
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|Haunting Bluewraith||Mad Haunting Bluewraith|
|Size/Type:||Medium Undead (Incorporeal)||Medium Undead (Incorporeal)|
|Hit Dice:||5d12 (32 hp)||15d12+90 (187 hp)|
|Speed:||Fly 60 ft. (Good) (12 squares)||60 ft. (Good) (12 squares)|
|Armor Class:||14, touch 14, flat-footed 13||20, touch 20, flat-footed 16|
|Attack:||+7 Ravaging Touch (1d6+3 + 1d3 charisma damage) or +8 Bluewraith Weapon (Varie)||+13 Ravaging Touch (3d6+3 + 1d8 charisma damage) or +14 Bluewraith Weapon (Varie)|
|Full Attack:||+7 Ravaging Touch (1d6+3 + 1d3 charisma damage) or +8 Bluewraith Weapon (Varie)||+14/+9 Bluewraith Weapon (Varie)|
|Space/Reach:||5 ft./5 ft.||5 ft./5 ft.|
|Special Attacks:||Astral Invader 1/day, Marked for Death, Ravaging Touch||Astral Invader 3/day, Malevolence, Marked for Death, Poltergeist, Ravaging Touch|
|Special Qualities:||Deathless, Fast Healing 1, Lifesight 60 ft., Naturally Invisible||Deathless, Fast Healing 10, Lifesight 60 ft., Naturally Invisible|
|Saves:||Fort +1, Ref +2, Will +3||Fort +5, Ref +5, Will +9|
|Abilities:||Str —, Dex 12, Con —, Int 9, Wis 9, Cha 17||Str —, Dex 18, Con —, Int 14, Wis 16, Cha 22|
|Skills:||Spot +7||Spot +20|
|Feats:||Improved Initiative, Weapon Focus (Bluewraith Weapon)||Improved Initiative, Weapon Focus (Bluewraith Weapon), Anima Toughness, Improved Anima Toughness, Ability Focus (Astral Invader), Ability Focus (Malevolence)|
|Environment:||Haunted Locations||Haunted Location|
|Organization:||Lonely or Haunting (2-12 Haunting Bluewraith)||Lonely or Haunting (1-2 Mad Haunting Bluewraith and 4-24 Haunting Bluewraith)|
|Alignment:||Always Chaotic Evil||Always Evil|
|Advancement:||6-14 (Medium)||By Class Level|
Haunting Bluewraiths are bluewraith revenants who lost all connection to their humanity upon their second death. Unlike the bluewraith revenant they are completely incorporeal as they lost all touch with the physical world. They are only driven by vengeance and death. They are typically armed and armored like they were in 'life', which is not accounted for in the table above.
Mad Haunting Bluewraiths are haunting bluewraith who persisted for at least a century and are much more fearsome.
Haunting Bluewraiths and Mad Haunting Bluewraiths attack relentlessly, using their marked for death ability to decimate their foes. If they are driven back they will invade their marked for with their astral invader ability whenever they recovered.
Astral Invader (Su): Haunting Bluewraiths and Mad Haunting Bluewraiths can use astral invader (blue), 1/day (DC 15)for the haunting bluewraith and 3/day for the mad haunting bluewraith (DC 25). However they may only use this ability against the creature their marked for death. The Dcs are charisma based.
Bluewraith Arsenal (Su): Any weapon or armor a Haunting Bluewraiths or Mad Haunting Bluewraiths wield or wear gain the ghost-touch enhancement for as long as it using it.
Deathless: Haunting Bluewraiths and Mad Haunting Bluewraiths are healed by positive energy and damaged by negative energy.
Malevolence (Su): Mad Haunting Bluewraiths have the malevolence ability (DC 25).
Marked for Death (Ex): As a swift action a Haunting Bluewraiths and Mad Haunting Bluewraiths can mark a creature for death, it gain a +4 bonus to attack and damage against this creature and it DCs increase by 2 point. They may only have a single creature marked for death at any time and may not mark another until they either kill their mark or are destroyed.
Naturally Invisible (Su): Haunting Bluewraiths and Mad Haunting Bluewraiths are always under the effect of persistent invisibility. She may activate or suppress this ability as a free action.
Poltergeist (Su): Mad Haunting Bluewraiths can use improved telekinesis as a supernatural ability at will.
Ravaging Touch (Su): Haunting Bluewraiths and Mad Haunting Bluewraiths possess a powerful touch attack dealing, the haunting bluewraith deal 1d6 + it charisma modifier and + 1d3 charisma damage (will save DC 15 negate the charisma damage). The mad haunting bluewraith deal 5d6 + it charisma modifier and + 1d8 charisma damage (will save DC 23 negate the charisma damage).
Rejuvenation (Su): When a Haunting Bluewraiths or a Mad Haunting Bluewraiths is destroyed, it leave an ectoplasmic stain behind. It will reform from that stain in a decade unless a break enchantment or stronger similar effect is used on it, in which case it is forever destroyed.
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|Alignment||Always Chaotic Evil + and Always Evil +|
|Challenge Rating||5 + and 15 +|
|Environment||Haunted Locations + and Haunted Location +|
|Identifier||3.5e Monster +|
|Level Adjustment||— +|
|Title||Haunting Bluewraith +|