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Fluxwraith Creature17

Rare NE Medium Incorporeal Spirit Undead

Perception +35; darkvision 60 feet, lifesense (imprecise) 60 feet

Languages Common, Necril, plus any four languages (typically ancient languages)

Skills Acrobatics +34, Arcana +30, Intimidation +29, Occultism +30, Stealth +28

Str -5, Dex +9, Con +0, Int +5, Wis +7, Cha +6

AC 39; Fort +25, Ref +34, Will +30

HP 250, negative healing; Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 15 (except force, ghost touch, or positive; double resistance vs. non-magical)

Rhapsodic Flourish [reaction] (abjuration, occult, sonic) Trigger The fiddling bones would roll a saving throw against an auditory or sonic effect; Effect The fiddling bones performs a refrain that deflects sonic vibrations. They roll a Performance check in place of the triggering saving throw. Sonic feedback rebounds from the effect, dealing 1d6 sonic damage to the source of the triggering effect if the Performance check succeeded or 2d6 sonic damage to the fiddling bones on a failure.

Speed fly 40 feet

Melee [one-action] time-shifting touch +34 (agile, finesse, magical), Damage 3d8+14 force plus time shift

Ranged [one-action] temporal fracturing ray +34 (magical, range 30 feet), Damage 3d6+14 mental plus terrible foresight

Occult Innate Spells DC 39, attack +31; 10th time stop; 8th déjà vu (at will); 7th cast into time, day’s weight, paralyze; 3rd haste(self only); 2nd mirror image; Cantrip (9th) daze

Terrible Foresight (divination, 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 Shift (occult, transmutation) 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.


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.

Section 15: Copyright Notice

Pathfinder Book of the Dead © 2022, Paizo Inc.; Authors: Brian Bauman, Tineke Bolleman. Logan Bonner, Jason Bulmahn, Jessica Catalan, John Compton, Chris Eng, Logan Harper, Michelle Jones, Jason Keeley, Luis Loza, Ron Lundeen, Liane Merciel, Patchen Mortimer, Quinn Murphy, Jessica Redekop, Mikhail Rekun, Solomon St. John, Michael Sayre, Mark Seifter, Sen.H.H.S., Kendra Leigh Speedling, Jason Tondro, Andrew White.