Wraithguard
- Size/Type
- Medium Outsider
- Hit Dice
- Outsider 16
- Hit Points
- 160
- Abilities
- Str 20, Dex 20, Con 20, Int 13, Wis 15, Cha 17
- Basics
- BAB +16, Fort +10, Ref +10, Will +10
- Movement
- 60 ft or fly 30 ft (good) while incorporeal
- Perception
- Low-light vision, darkvision 120 ft, blindsense 60 ft
- Armor Class
- 36, touch 22, flat-footed 24 (+5 Dex, +8 armor, +6 natural armor, +7 shield)
- Tactics
- Grapple +21, Trip +5, Touch +21
- Saves
- Fort +15, Ref +15, Will +14 (all +2 vs magic, additional +2 vs enchantments)
- Special Defenses
- Spell Resistance 28, cloak shield
- Attacks
- Sword +27/+22/+17/+12, 1d10+13+2d6 unholy, 19/x2
- Special Attacks
- Wraithstrike, cloak maneuver
- Spell-like Abilities
- Caster level 16, DC 13+spell level
:At will – darkness, dancing lights, faerie fire
:3/day – divine favor, greater invisibility, greater dispel magic
:1/day - unholy sword, spell turning, antimagic field
- Supernatural Abilities
- Shadow jump, wraithform
- Skills
- Feats
- Iron Will,Greater Two-Weapon Fighting,15
- Treasure
- Standard?
- Challenge Rating
- 16
Special Abilities
- Cloak Shield
- The wraithguard's cloak acts as a shield, actively blocking attacks, ranged touch spells, and rays. The shield bonus is factored in above.
- Wraithform
- As a swift action, the wraithguard can become incorporeal, or revert to his normal corporeal form. His weapon, armor, and shield all have the ghost touch quality, so he suffers no miss chance on attacks against corporeal targets, and his armor still applies to armor class. He gains the Weapon Finesse special ability while incorporeal, so he uses his Dexterity to hit and damage for the sword and cloak, thus the hit and damage numbers above do not change. His movement speed slows down, but he gains the ability to fly and move through obstacles.
- Cloak Maneuver
- Each time the cloak hits, it may attempt a trip check (+9), grapple (+25), bull rush (+9), or disarm (same as attack bonus). It may make touch attacks and forgo damage to have an easier time of using these maneuvers. In no case do any of these provoke attacks of opportunity, invite counter-disarm or counter-trip attempts, or subject the wraithguard to being flat-footed, even while the cloak grapples.
- Shadow Jump
- As a swift action, while corporeal and in an area of darkness or shadowy illumination, the wraithguard can teleport to any location within 120 ft that is also in shadows or darkness. This ability is blocked by Dimensional Anchor and similar effects.