New Wraith Typhon idea!

I have a fan idea of a new Typhon species. Wraith Typhon. These beasts are created in a similar manner to how Weavers make Mimics into Telepaths, Technopaths, and Greater Mimics, only the process is a little different, it also combines the transformation that creates Phantoms and Poltergeists. Instead of transforming just the Mimic, the Mimic being turned into a Wraith must be in the process of devouring a human corpse before the Mimic would multiply. Like Telepaths, Technopaths, and Greater Mimics, the Weaver turns the Mimic into a Wraith. And like Poltergeists, Phantoms, and their variants, the Weaver also uses the newly killed human in the transformation process. The Wraith is a combination of the Mimic that is killing the human (before Mimic multiplies) and the human it killed. It can therefore be said that the Wraith is a hybrid between Telepath/Technopath and Phantom/Poltergeist.The appearance of the Wraith looks similar to the Telepath or Technopath, only cloak-like, and has arms similar to the Phantom's arms. https://img00.deviantart.net/0ac1/i/2013/077/5/0/mythos__bellowing_wraith_by_herbie_and_company-d5yiw33.jpg Would be similar in shape to this, only being made of Typhon tentacles, and tentacles would also drape from the arms. The Wraith has multiple eyes, and the arrangement is similar to the Phantom's eyes, with a larger eye in the center of the head, between the outer eyes. The eyes are red. The Wraith is a deadly beast that can quickly warp around, like the Phantom, and attack prey with their claw-like fingers. It can even stretch the fingers like whips, similar to the Phantom. When it attacks from a distance, the beast will slowly drain your Psi as well as your Health, with a sort of draining beam. This attack has a cooldown, and the attack only lasts 5 seconds, and the cooldown before it can use this attack again is 5 seconds, this is often when the beast will try to directly attack you. Nullwave the beast to prevent it using its draining ability, and keep your distance and either use the Pistol or Q-beam to kill it, and if it gets too close, use the Shotgun. The draining attack only has a certain range.Stun Gun can stun the beast for a short time, but it takes a lot of GLOO to fully subdue it. Typhon Lures are great at distracting the beast, giving you perfect time to subdue it. Backlash is completely ineffective at negating its draining ability, but it does work against the Wraith's physical attacks. Wraith is completely immune to Lift Field, Kinetic Blast, and EMP, but is weak to Nullwave, Psychoshock, and Q-beam. Combat Focus will slow the damage taken and Psi draining effect of the draining attack. Stealth is your friend. It's best you don't let the Wraith notice you before engaging. Take advantage of Stealth based abilities and Sneak Attack bonuses, sneak attack, then Nullwave/Psychoshock. If the beast sees you, distract with Typhon Lure or Stun Gun. Finish with its weaknesses (Q-beam and Psychoshock is VERY effective). Wraiths can go semi-invisible and slowly float around, the only indicator of where it is being a faint smoky looking shadow. This makes it easier to spot than Poltergeists, but can be easily missed if someone isn't paying attention.Wraiths drop Typhon Organs as well as Typhon Blood. (same amount of material given as Typhon Ganglion and Typhon Plasma) If the creation of a Wraith fails, (like with Phantoms) the Mimic is ejected from the transformation process and is allowed to multiply, while the corpse of the newly killed human is mutated into a Poltergeist, like with a Phantom that failed to materialize.New Typhon neuromod abilities based on the Wraith:Energy:Energy Drain 1: An energy beam is fired and drains the Health of an enemy, and slows their Psi based attacks down, making them attack less frequently with them. Lasts 5 seconds, with a 5 second cooldown. Can cancel attacking with F. Consumes 5 Psi per second. Costs 3 neuromods. Scanned from 2 Wraiths.Energy Drain 2: An energy beam with a greater range is fired, drains the enemy's Health slightly faster, and slows their Psi based attacks a little more. Lasts 10 seconds, with a 5 second cooldown. Can cancel attacking with F. Consumes 5 Psi per second. Costs 5 neuromods. Scanned from 4 Wraiths.Drain Resistance: Lessens the amount of Health and Psi lost from an enemy Wraith's drain attack. Requires Energy Drain 1 to be unlocked. Costs 2 neuromods. No need to be activated. Already in effect like installed chipsets.Drain Reversal: Halves the amount of Health and Psi lost from an enemy Wraith's drain attack. In addition, the Wraith receives damage from the other half of the Health and Psi lost that would have been dealt to you if you had no resistance. Requires Drain Resistance to be unlocked. Costs 2 neuromods. No need to be activated. Already in effect like installed chipsets.Some enemies are more resistant to Energy Drain than others. Others are immune. Those that are weak to it take more damage and may be almost fully prevented from using their Psi abilities.Morph:Invisibility 1: Goes invisible for 10 seconds. A faint black silhouette replaces your character and held weapon. Consumes 2 Psi per second. Attacking will make you become visible again. Bringing out your weapon without attacking will not break your disguise. Used for getting past enemy infested areas undetected much easier. Costs 3 neuromods. Scanned from either 2 Wraiths or 2 Poltergeists.Invisibility 2: Goes invisible for 20 seconds. A faint black silhouette replaces your character and held weapon. Consumes 2 Psi per second. Attacking will make you become visible again. Bringing out your weapon without attacking will not break your disguise. Used for getting past enemy infested areas undetected much easier. Costs 5 neuromods. Scanned from either 4 Wraiths or 4 Poltergeists.Invisibility is completely ineffective against Operators and Turrets. Turrets will detect your human DNA and if you have too much Typhon DNA, it will pinpoint and attack you unless the Turret was hacked or fabricated to not attack humans with Typhon DNA. Turrets controlled by Technopaths will be forced to attack enemies with human DNA instead, and the Technopath will be able to locate you if it has Turrets. Operators can physically see unlike Turrets, but they also have scanners to detect the location of invisible creatures via heat sensing or DNA detecting scans. (unlike Turrets, friendly Operators still know you're an ally even if you have Typhon DNA) Friendly Operators are aware of you and can restore your stats even when you're invisible. Corrupted Operators and Military Operators will attack you like normal. Any hostile Operator or Turret that attacks you when around Typhon (like Technopaths) will alert them of your presence.Typhon cannot detect you while invisible except in a few circumstances. Typhon that have no eyes detect prey and find their way around via a form of echolocation, but sound completely goes through invisible entities, nullifying it. If you make too much noise, Typhon may get suspicious, unless you have Stealth abilities. Walking through Coral with too much Typhon DNA will allow Typhon (especially Weavers) that are also in contact with Coral to find you. Coral allows Typhon to communicate with other Typhon and detect enemies that have Typhon DNA. Walking through Coral with little or no Typhon DNA will prevent them from detecting you. Non-Typhon organisms are not detected by Coral. Technopaths that have Turrets under its control will be able to find you and all Typhon will find you if you are under attack by any nearby hostile Turret or Operator.Telepathy:Telekinesis 1: Allows you to use Remote Manipulation again when already holding a throwable object. Telekinesis lets you hold 2 throwable objects at once. (levitates the objects a few meters in front of you instead of physically holding them) Throw both objects one at a time in fast succession with attack button. Leverage 1 or higher needed to levitate and throw heavy objects, like for Remote Manipulation. Requires Remote Manipulation 1 to be unlocked. (by scanning corrupted Operators, Technopaths, and Poltergeists) Costs 2 neuromods. This ability is already in effect when purchased, use Remote Manipulation to get its benefits. Upgrades to Remote Manipulation increases its range.Telekinesis 2: Allows you to use Remote Manipulation again when already holding a throwable object. Telekinesis lets you hold 3 throwable objects at once. (levitates the objects a few meters in front of you instead of physically holding them) Throw all 3 objects one at a time in fast succession with attack button. Leverage 1 or higher needed to levitate and throw heavy objects, like for Remote Manipulation. Requires Remote Manipulation 1 and Telekinesis 1 to be unlocked. (by scanning corrupted Operators, Technopaths, and Poltergeists) Costs 2 neuromods. This ability is already in effect when purchased, use Remote Manipulation to get its benefits. Upgrades to Remote Manipulation increases its range.Also the re-introduction of the human ability Field Surgeon and the different traumas, for survival mode only.Let me know your thoughts and if you'd suggest I make any changes!