Forgewraith

It was hard to make out the form from the smoke. A white-gray shape in the rolling onslaught of smoke that filled the foundry. But Mr. Gasilk saw it. Standing just shy of five feet tall, a white form with the charred skull of Dunnick, the dwarven foreman that died two months ago. Mr. Gasilk could make out the broken jawbone where he struck the upstart dwarf to death with his cane. The foreman demanded to close the foundry until the chimneys could be cleaned, but that would the contract with Bikern & Bikern months behind schedule.

But now, Mr. Gasilk knew that there would be much greater price to pay than coin for not listening to the dwarf... as the fires from the ruined husk of a building could be seen for miles.

Forgewraith

CR 9

XP: 6,400

CE Medium Undead (Fire, Incorporeal)

Init: +11; Senses: Darkvision 60 ft; Perception +13

DEFENSE:

AC: 22, Touch 22, Flat-Footed 14 (+7 Dex, +4 deflection, +1 dodge)

HP: 102 (12d8+48)

Fort: +8; Ref: +11; Will: +8

Immune: Undead traits, incorporeal, immune to fire

Special Weakness: Vulnerable to cold

OFFENSE:

Speed: Fly 60 ft. (good)

Melee: Incorporeal Touch +16 (2d6 plus Dexterity Leech)

Ranged: Fiery ray +16 (4d6 fire)

Space: 5 ft.; Reach: 5 ft.

Spell-Like Abilities: (CL 12th, concentration +16)

At Will - Produce Flame

3 / day - Wall of Fire

1 / day - Enervation, Fireball (DC 17)

STATISTICS:

Str -, Dex 25, Con -, Int 7, Wis 14, Chr 19

Base Atk: +9; CMB: +9; CMD: 26

Feats: Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility, Weapon Finesse

Skills: Fly +22, Intimidate +15, Perception +13

Languages: Common

SPECIAL ABILITIES:

Create Spawn (Su): Any humanoid killed by a forgewraith rises as a forgewraith itself in 1d4 rounds. The physical body itself is reduced to ash and the newly created spawn is under the control the original forgewraith until it is dead, at which point it becomes uncontrolled. It does not retain any abilities or memories that it had in life.

Dexterity Leech (Su): Each time a forgewraith successfully strikes a living creature with its incorporeal touch, in addition to the normal damage, that creature must make a Fortitude save, DC 20, or suffer 1d6 points of Dexterity drain. If the saving throw fails, the forgewraith gains 5 temporary hit points. The saving throw DC is Charisma based.

Fear of the Cold (Ex): Every forgewraith instinctively hates the cold, including any sources of cold damage. Should a forgewraith take cold damage, it must make a Will save, either DC 10 or the same DC as the source of the cold damage, or be forced to spend its next action to make a withdrawal action. Given they are incorporeal, this is usually a withdrawal action straight down or straight up. On its following action, it will usually target the source of that cold.damage.

ECOLOGY:

Environment: Any

Organization: Solitary, gang (2-5) or pack (6-11)

Treasure: None (incidental)

Role: Skill

Source: S:CoT, pg. 179

Forgewraiths are the tormented souls of those that have lost their lives by burning alive in either industrial accidents or sentence to death through submersion into lava. While rare in most cities, their presence is not usually known until well after it has risen and already set fires to many sources of industry. Forgewraiths that haunt old factories, smithies or mines quickly build a small pack of other forgewraiths from those that tried to stop it. Once the center of industry that caused their death has been shut down, most forgewraiths go into a state of dormancy until someone attempts to reopen the site again.