d20 +25 to Attack Body Defense | +35 to Damage
- Basic Attack
- This is Wraith's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Wraith's Combat Maneuvers.
- Wraith Touch
- A cold shadowed hand reaches out and chills the enemy to the core.
- Hit Points -50 Target: Creature (1) Range: 3 Spaces Duration: 2 Rounds
- Speed -2 Target: Creature (1) Range: 3 Spaces Duration: 2 Rounds
d20 +25 to Attack Body Defense | +35 to Damage
- Shadow Shift
- You slide through nearby shadows to position yourself for an attack.
- Move Ally 5 Target: Creature (1) Range: 1 Space Duration: Instant
- 14d12 Damage (91) Target: Creature (1) Range: 1 Space Duration: Instant
- Shadow Shroud
- You are enveloped with a shroud of shadow that protects you and hastens your movements.
- Defenses +5 Target: Creature (1) Range: 1 Space Duration: 5 Rounds
- Speed +3 Target: Creature (1) Range: 1 Space Duration: 5 Rounds
- Create Wraiths
- Any intelligent creature the wraiths kills becomes a wraith itself. Even if the creature is brought back from the dead the new wraith persists. If the newly created wraith is not slain it then haunts the victim until it is.
- Ancient and Old Presence
- The hate and malevolence of this creature is tangible. It is dimmer when this creature is near. Natural animals flee it's presence. And a cool and foreboding feeling often is felt by any intelligent creature that is nearby.
- Emanating Darkness
- Wraiths are creatures of shadow and death. They lower the light in the in an area making it difficult to see and move. This can cause Minor Environmental penalties to the players that are near. The cloud of dimness reaches out about 10 spaces in all directions. This darkness can be combined and with Dread Wraiths or other powerful shadow creature to create Major Elemental penalties. This can be a nasty and effective combat technique.
- Shadow Tactics
- Wraiths use hit and run tactics bouncing in and out of shadows. They avoid bright light but can enter it if they want too. Once it goes dark they move about making it very difficult to track and attack. They will generally wait to attack and ambush their targets when they enter naturally dark areas.
NPC Auto Assigned Bonuses
Wraith's Equipped Items
Wraith's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Wraith Touch
- A cold shadowed hand reaches out and chills the enemy to the core.
- Hit Points -50 Target: Creature (1) Range: 3 Spaces Duration: 2 Rounds
- Speed -2 Target: Creature (1) Range: 3 Spaces Duration: 2 Rounds
- Basic Attack
- This is a basic attack. Either Body Attack versus Body Defense or Mind Attack versus Mind Defense. This would be the Power used for attacks that the character does not have a specific Power for. Examples might be throwing an object or grabbing some object and attacking with it. This Power is the stand in for all such actions.
- 4d10 Damage Target: Creature (1) Range: 8 Duration: Instant
- Exploit Weakness
- You attempt to find a weakness in the target. Roll a Mind Attack versus Mind Defense. On a successful Attack the target will suffer a penalty to Defenses for a round due to exposing a weaknesses.
- Defenses -4 Target: Creature (1) Range: 16 Duration: 1 Round
- Head Games
- You attempt to mess with your target's head. Roll Spirit Attack against Spirit Defense. On a successful Attack, they will suffer an Attack penalty for 1 Round.
- Attack -4 Target: Creature (1) Range: 16 Duration: 1 Round
- Knock Around
- You attempt to move a target. Roll Body Attack versus Body Defense. On a successful Attack, you are able to move the target. Size differences can modify the amount moved.
- Move Enemy 5 Target: Creature (1) Range: 1 Duration: Instant
- Reckless Offense
- Use this to recklessly attack in combat. This grants both bonuses and penalties for a round. At anytime during this Combat Maneuver an At-Will Power can be used.
- Speed +4 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -4 Target: Creature (1) Range: Self Duration: 1 Round
- Careful Defense
- Use this to increase your Defenses. During this action you may only use defensive disposable items.
- Speed +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +4 Target: Creature (1) Range: Self Duration: 1 Round
- Parley
- Attempts to calm down the conflict by moving from Battle Time to Turn time. Body, Mind, or Spirit attacks can be used against the corrisponding Defenses. Read Combat Maneuver Rules for more information.
- Combat Maneuver Attack +4 Target: 4 Creatures Range: 16 Spaces Duration: 1 Round
- Shadow Shift
- You slide through nearby shadows to position yourself for an attack.
- Move Ally 5 Target: Creature (1) Range: 1 Space Duration: Instant
- 14d12 Damage Target: Creature (1) Range: 1 Space Duration: Instant
- Shadow Shroud
- You are enveloped with a shroud of shadow that protects you and hastens your movements.
- Defenses +5 Target: Creature (1) Range: 1 Space Duration: 5 Rounds
- Speed +3 Target: Creature (1) Range: 1 Space Duration: 5 Rounds
Power Error Note: It is OK if an NPC has errors on their Powers. NPC’s can have a mix of Powers. However, if there are more Powers with errors then don’t have errors; GMs should consider adjusting the NPC. The Archetype, Focus, or Traits should be changed to better suit the Powers they have.
- Greater Damage Resistance
- 'Reduce damage by 20 anytime damage is taken.
- Greater Defenses
- 'Add 4 to all Defenses.
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