Ancient and evil beyond measure, dread wraith sovereigns dwell in the hearts of lost cities, abandoned graveyards, and other places where living things do not willingly live. In such a cursed stronghold, a dread wraith sovereign often holds court over a host of undead, both those it created and those that bowed to its rule.
The spectral figure of a dread wraith sovereign looks much like it did in life, but its form and features are constantly shrouded in darkness. A dread wraith sovereign can be distinguished from a normal wraith or a dread wraith by the gloom accompanying it and the unnatural chill that fills the air wherever it passes.
“Dread Wraith Sovereign” is an acquired template that can be added to any living creature with 10 or more Hit Dice killed by a dread wraith sovereign (referred to hereafter as the base creature). A dread wraith sovereign uses all the base creature's statistics and special abilities except as noted here.
Challenge Rating: Same as base creature +4.
Alignment: Any evil.
Senses: A dread wraith sovereign gains lifesense (60 ft.).
Aura: A dread wraith sovereign gains unnatural aura (100 ft.) and the following:
The area around a dread wraith sovereign is noticeably colder than the ambient temperature. Each creature within 30 feet of a dread wraith sovereign takes 2d6 points of cold damage and must succeed on a Fortitude or be paralyzed. The damage and the saving throw are repeated each round that the creature remains within range. A creature that takes cold damage or is paralyzed from the unnatural chill is automatically shaken for 1 minute. Incorporeal creatures are immune to this effect. The shaken condition is a mind-affecting fear effect. The save DC is Charisma-based.
Armor Class: The base creature's armor, shield, and natural armor bonuses no longer apply, but the dread wraith sovereign gains a deflection bonus to Armor Class equal to its Charisma bonus (minimum +1). Dread wraith sovereigns cannot use or carry equipment of any kind.
Hit Dice: Change all of the base creature's racial HD to d8s.
Weaknesses: A dread wraith sovereign gains the following weakness.
A dread wraith sovereign is not powerless in natural daylight and does not flee from it like a normal wraith does, but it does take a –4 penalty on all attack rolls, checks, and saves when in natural sunlight (but not within the radius of a daylight spell).
Speed: A dread wraith sovereign loses all the base creature's speeds and gains a fly speed equal to double the base creature's highest speed,with perfect maneuverability.
Attacks: All of a dread wraith sovereign attacks become incorporeal touch attacks, retaining the same primary or secondary status they had for the base creature. The dread wraith sovereign gains a primary incorporeal touch attack if it has no other natural attacks.
The dread wraith sovereign's incorporeal touch attacks deal negative energy damage and Constitution drain (see below). If the dread wraith sovereign gained an incorporeal touch attack from the application of this template, its damage is as a slam attack of three size categories larger.
Special Attacks The dread wraith sovereign loses all special attacks that require corporeal contact but gains those described here.
As a free action, a dread wraith sovereign can automatically command all normal wraiths and dread wraiths within 30 feet (as command undead). Normal wraiths and dread wraiths never attack a dread wraith sovereign unless compelled.
Any creature slain by a dread wraith sovereign's Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds. A dread wraith created in this manner is under the command of its creator (as dominate monster) and remains so until either it or the creator is destroyed. When a dread wraith sovereign is killed, its dread wraith spawn that had 10 or more Hit Dice in life becomes dread wraith sovereigns (created by applying the template to the original base creature as it was in life).
Environment: Change to any.