# Wraith, Sea
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >touchMelee/Ranged: +3/+6
> >Secondary: -2/+1
> >Multiattack: +1/+4
> >M/R_PA: +3/+6
> >2nd/PA: -2/+1
> >MA_PA: +1/+4
> >Itterative: 1
> > xDmg:: Str: +0; Str2: +0; StrOH: +0; StrPA: +0; StrPA2H: +0; StrPAOH: +0
> > xDCs:: Str: 12; Dex: 15; Con: 12; Int: 12; Wis: 13; Cha: 16
> > xFeat:: 2/3 (1)
> >
> >
> > xLang:: 0/0 (0)
<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</div></div>
CE Medium Undead (incorporeal)
**Init** +7
**Senses** darkvision 60 ft.; **Perception** +1
#### defense
**AC** 16, 16 touch, 13 flat-footed (+3 deflection, +3 Dex)
**hp** 40 (5d8+20)
**Fort** +5, **Refl** +4, **Will** +5
**Feint** 19, **Demoralize** 16
#### offense
**Speed** fly 20 ft. (average), swim 40 ft.
**Melee** incorporeal touch +6 (1d6 cold)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** create spawn, 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** [[Combat Reflexes]], [[Improved Initiative]]
**Languages**
#### special abilities
### Create Spawn (Su)
Any humanoid reduced to 0 Strength by a sea wraith dies and becomes a free-willed sea wraith in 2d4 rounds. The new sea wraith possesses no abilities or memories of life.
### Deep Chill (Su)
A sea wraith that surrounds a victim or that begins its turn surrounding a victim cloaks its opponent in the chill of the abyssal depths, dealing 3d6 points of cold damage and 1d4 points of Strength damage per round. A successful Fortitude save reduces the cold damage by half and negates the Strength damage.
### Surround (Ex)
As a standard action, a sea wraith can attempt to surround a single opponent of its size or smaller. It does not need to make a touch attack during the round in which it attempts to surround its foe. The sea wraith merely has to move into the opponent's space. Opponents can make attacks of opportunity against the sea wraith, but they are not entitled to a saving throw against being surrounded if they do so. An opponent that does not attempt an attack of opportunity must succeed on a DC 16 Reflex save or be surrounded; on a success, the opponent is moved back or aside one square as the sea wraith moves forward. A sea wraith uses its deep chill attack in the round when it surrounds its foe and at the beginning of its turn on each subsequent round. A surrounded foe is blinded while it remains in the same square as the creature, as the sea wraith's misty form prevents the foe from seeing out of its own square or squares. Creatures striking at the sea wraith automatically strike the surrounded creature as well, unless their attack does not affect a corporeal target. A surrounded foe can attack the sea wraith with any melee weapon or natural weapon' suitable for use in a grapple (the wraith wraps the victim so closely that larger weapons just can't be brought to bear), but there is no penalty for attacking with such a weapon. A surrounded foe is not grappled or prevented from moving, but if it moves, the sea wraith automatically moves with it. In order to free itself, a surrounded foe must move into sunlight (in which case the wraith releases it immediately and flees for darkness at the first opportunity) or attempt to escape as a standard action. The victim makes an Escape Artist check, opposed by the sea wraith's touch attack modifier (usually +6).