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    Murkillor the Frost Wraith: Male wraith (variant); CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd 30 ft., fly 60 ft. (good); AC 15 (touch 15, flat-footed 12); Atk +5 melee touch (1d4 cold and 1d6 permanent Dexterity drain); Face/Reach 5 ft. x 5 ft./5 ft.; SA create spawn, Dexterity drain; SQ incorporeal subtype, daylight powerlessness, turn resistance +2, undead traits, unnatural aura; AL LE; SV Fort +1, Ref +4, Will +6; Str --, Dex 16, Con --, Int 14, Wis 14, Cha 15.
    Skills and Feats: Hide +11, Intimidate +10, Intuit Direction +6, Listen +12, Search +10, Sense Motive +8, Spot +12; Alertness, Blind-Fight, Combat Reflexes, Improved Initiative.
    Description and Personality: Murkillor is a frost wraith, a kind of wraith that deals cold damage and freezes tissue in place with its incorporeal touch. He seeks out young paladins and tries to destroy them, a behavior which leads many to think that he was once a paladin and now can only find a sort of peace by destroying that which he used to be. He appears to carry a sword blazing with pale cold energy, but this is just a manifestation of the equipment he had when he was alive; he attacks equally with the "sword" or his free hand, and the "sword" fades away if he is destroyed.
     Murkillor is usually followed by several spawn frost wraiths he created, but he hates their company and gives them no orders. As they are compelled to follow him until he is destroyed, they remain by his side.
     (Murkillor is exactly like a normal wraith except his touch deals cold damage and Dexterity drain instead of normal damage and Constitution drain.)
    Ghostwalk connection: Murkillor is an evil wraith running around under Manifest ... somewhere.

Here's a link to the mini I use for this character.