|artwork copyright Daniel F. Walthall, used with permission|
Hit Dice: 2+2
Armor Class: 2  / 6  *see below
Attacks: Attacks 3 - (2) Claw (1d3) / (1) Bite 1d6
Saving Throw: 14
Special: If both claws hit, bite automatically hits / bite heals Wrath for the same amount as bite damage
Challenge Level/XP: 4/120
Wraths are semi-corporal creatures. Not quite dead and not quite living, they are cursed to exist in a world between. Always in pain, always suffering, they attack the living on sight with no quarter given. They have a cunning intelligence but do not appear to be able to communicate. They are usually found alone, occasionally in pairs.
Extremely fast, Wraths appear to float over the ground. While not truly flying, they can cross calm waters (ponds, small lakes and the like) with ease.
The bite of a Wrath drains life essence from the victim. This will heal the Wrath for the same amount as the damage the bite inflicted. Additionally, the damage taken by the victim can only be effectively healed by rest. Magical healing does a mere 1 point of healing per spell or item used. Do not roll.
The life essence of the Wrath, such as it is, is held within a small gemstone hidden within its ribcage. These gemstones are each worth 30 to 180 coins of the realm. 1 in 6 such gemstones are permanently imbued with stolen life essence. These stones heal the bearer 1 hit point per day on top of other factors, such as rest and magical healing.
* use the lower (harder to hit) AC for non-magicsal weapons. use the higher (easier to hit) AC with magical weapons