Wyrmwraith
CREATURE 17Dahak's defiance and his hatred for all of creation brought loss to dragonkind. It is said that the first wyrmwraiths rose from the souls of dragons hurled into the Void by Dahak, but whether this is true or not is still a matter of debate. What is undeniable is that the wyrmwraiths are unliving conduits of the Void, shaped but unshackled by the plane's hunger for indiscriminate destruction.
Wyrmwraiths dwell in remote areas marred by catastrophes and death, where they can better hide their undead nature or indulge in their grim research. Their lairs often have a single, hidden and highly defensible antechamber where the wyrmwraith confers with its agents as it engages in a war with distant rivals through expendable proxies. This dimly lit antechamber is usually filled with death and many undead servants, some raised from the bodies of those whose usefulness has come to an end.
Wyrmwraiths might enter temporary alliances with other undead, cults, or necromancers, especially when it comes to unearthing powerful secrets or striking a blow against a common powerful threat. While wyrmwraiths take great pleasure in acting against those who wield the power of the gods, often targeting them first in battle to rend their flesh and protective spells with their claws, they are often very cautious, striking only after stacking the odds in their favor.
Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
90 feet. DC 36 Will
On a critical failure, a creature is also Paralyzed until the start of their next turn.
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
The wyrmwraith unleashes a torrent of void energy that deals 18d6 void damage to all creatures in a 60-foot cone (DC 38 basic Reflex save). They can't use Decaying Breath again for 1d4 rounds.
A wyrmwraith's claws rend divine magic. Whenever a wyrmwraith hits a creature with a spectral claws Strike, the wyrmwraith can attempt a Religion check to counteract an ongoing divine spell effect on the creature.
The wyrmwraith makes two claw Strikes and one jaws Strike in any order.
A wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The wyrmwraith loses the incorporeal trait for 1d4 rounds, though they can return to their incorporeal form as a free action before then. Once this ability ends, the wyrmwraith can't use this ability again for 1d4 rounds. While in their ectoplasmic form, the wyrmwraith's AC increases to 43 and they gain 100 temporary Hit Points. They lose their immunity to precision damage and all of their resistances. Their melee Strikes deal slashing and piercing damage, respectively, instead of void damage.
If a victim succeeds at a saving throw against this curse while in sunlight, the curse ends. While a creature has this curse, they bypass the resistances of the wyrmwraith that cursed them