Fluxwraith

Level 17
Creature· evilRareMediumLegacy
AC 39
HP 250 (void healing)
Speed 0 ft.
Fort +25
Ref +34
Will +30
Perc +35
Size Medium
Rare
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistances all 15 (except force, ghost touch, vitality; double vs non magical)
Spells
Occult Innate Spells (DC 39, attack +31)
Languages common, necril
Senses darkvision, lifesense 60 ft. (imprecise)
Speeds 0 ft., fly 40 ft.
Skills acrobatics +34, arcana +30, occultism +30, intimidation +29, stealth +28
Recall Knowledge occultism or religion DC 41

Attacks

Melee Time-shifting Touch +34/+30/+26(agile, finesse, magical)
Damage: 3d8+14 force
Effect: time shift
Ranged Temporal Fracturing Ray +34/+29/+24 (range 30 ft.)(magical)
Damage: 3d6+14 mental
Effect: terrible foresight

Abilities

Lifesense (Imprecise) 60 feetinteraction

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.

Void Healingdefensive

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Terrible Foresightoffensive(mental, occult, prediction)

A creature struck by the fluxwraith's temporal fracturing ray receives a glimpse of a possible tragic event in its future. It must succeed at a DC 35 will save or become Slowed 1 and Stupefied 1 (Slowed 2 and Stupefied 2 on a critical failure). If the creature is already affected by terrible foresight, it increases its stupefied value by 1 on a failed save, to a maximum of stupefied 4. Each time the creature gets a full night's rest, its condition values from terrible foresight decrease by 1.

Time Shiftoffensive(occult)

A creature struck by the fluxwraith's time-shifting touch must succeed at a DC 35 will saving throw or be thrust forward in time, vanishing from its space. The target automatically reappears in the same location after 1d4 rounds but can attempt an additional Will save at the end of each of its turns to end the duration. If its original space is occupied when it returns, the creature appears in the nearest unoccupied space. Since the creature is shunted forward in time, it doesn't experience any of the intervening time. Likewise, any effects on the creature with a duration don't decrease their duration, resuming when the creature reappears. A creature that succeeds at any saving throw against time shift is temporarily immune for 1 hour.

Description

To cheat mortality, the rare spellcaster turns to potent temporal stasis magic, or even cryogenic technology. However, such methods are highly unreliable and often fracture the sleeper's soul across the time stream as their physical body perishes. Such an individual can rise as a fluxwraith, an incorporeal undead with a kaleidoscopic consciousness.