# Wraith, Sea
>[!rimg]+
> ![[Placeholder2.png]]
*This creature’s transparent form resembles a waterlogged cloak. A barely discernible pair of shadowy eyes and a ragged maw peek out from within its drawn hood.*
<div class="grid-container"><div class="MON">Sea Wraith</div>
<div class="CR">CR 5 (1,600 XP)</div>
<div class="SOU">City of Splendors: Waterdeep</div>
<div class="SYS">Dungeons & Dragons 3.5 pg. 142</div></div>
CE Medium Undead (incorporeal)
**Init** +7
**Senses** darkvision 60 ft., lifesense; **Perception** +1
**Aura** unnatural aura (30 ft.)
#### defense
**AC** 16, 16 touch, 13 flat-footed (+3 deflection, +3 Dex)
**hp** 43 (5d8+20)
**Fort** +5, **Refl** +4, **Will** +5
**Feint** 19, **Demoralize** 16
**Defensive Abilities** channel resistance +2, incorporeal
**Immune** undead traits
**Weaknesses** sunlight powerlessness
#### offense
**Speed** fly 60 ft. (average)
**Melee** incorporeal touch +6 (1d6 cold plus 1d6 Str drain)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** deep chill, surround
#### statistics
**Str** —, **Dex** 16, **Con** —, **Int** 11, **Wis** 12, **Cha** 18
**BAB** +3, **CMB** +3, **CMD** +19, **TA** +3, **RTA** +6
**Feats** [[Blind-Fight]], [[Combat Reflexes]], [[Improved Initiative]]
**Skills** Fly +11, Intimidate +12, Perception +1, Sense Motive +9, Stealth +11 (19 underwater)
**Languages** Common, Infernal
**SQ** create spawn, follow
#### special abilities
### Create Spawn (Su)
A humanoid brought to 0 Strength by a sea wraith is slain, and becomes a sea wraith in 1d4 rounds. These spawn are less powerful than typical sea wraiths, and suffer a –2 penalty on all d20 rolls and checks, receive –2 hp per HD. Spawn are under the command of the wraith that created them until its death, at which point they lose their spawn penalties and become free-willed wraiths. They do not possess any of the abilities they had in life.
### Deep Chill (Su)
Any creature who starts their turn surrounded by a sea wraith takes 3d6 cold damage and must succeed on a DC 16 Fortitude save or be staggered for 1 round. The save DC is Charisma-based.
### Follow (Ex)
If a surrounded creature takes a 5-foot step, a sea wraith can take a 5-foot step as an immediate action if that 5-foot step would bring them into the same space as the foe who triggered this ability. This movement does not provoke an attack of opportunity.
### Lifesense (Su)
A sea wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.
### Stregth Drain (Su)
Creatures hit by a sea wraith’s touch attack or deep chill attack must succeed on a DC 16 Fortitude save or take 1d6 points of Strength drain. On each successful attack, the wraith gains 5 temporary hit points. The save DC is Charisma-based.
### Surround (Ex)
A sea wraith can surround a creature of its size or smaller by moving into its space. Such creates take 1d6 cold damage and are blinded as the sea wraith's misty form prevents the foe from seeing out of its own square or squares. Any creature who attacks the sea wraith while it is surrounding another creature has a 50% chance of hitting that other creature instead of the sea wraith. Surrounded creatures can attack the sea wraith as normal.
### Unnatural Aura (Su)
Animals do not willingly approach within 30 feet of a sea wraith, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check.
#### Ecology
**Environment:** Cold aquatic
**Organization:** Solitary
**Treasure:** None (except for Umberlee’s Cache)
**Advancement:** 6–9 HD (Medium); 10–15 HD (Large)
Sea wraiths are cloaklike spirits that guard the treasures of the depths. They are servitors of Umberlee, the Bitch Queen. In Waterdeep, they serve as guardians of Umberlee’s Cache, dwelling in the lightless depths of Deepwater Harbor. They attack anyone who violates the sanctity of the Bitch Queen’s tithing-place, but they do not pursue interlopers who flee the Cache and its immediate vicinity. Some say they push or pull their victims deeper into the Cache to make them sacrifices to Umberlee.
A sea wraith cannot speak, although those who escape its grip claim to have heard an infernal moaning that nearly overwhelmed their senses.
### Combat
A sea wraith attacks with its chill touch, and it takes full advantage of its dark environment, often attacking from a nonstandard location, such as from directly beneath or above a victim, since many targets are not used to fighting in an aquatic environment. As an incorporeal creature, a sea wraith can move and fight in water with no penalty.
A sea wraith always seeks to surround a humanoid foe and destroy it with its deep chill ability.