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Medium-Size Undead (Cold) |
Hit Dice:
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32d12 (208 hp) |
Initiative:
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+12 (+8 Dex, +4 Improved Initiative) |
Speed:
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60 ft. |
AC:
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46 (+8 Dex, +28 natural) |
Base Attack/Grapple:
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+16/+37 |
Attack:
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+Claw +40 (3d8+21/19-20 (+1d6 on critical hit) plus blight-fire) melee |
Full Attack:
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2 claws +40 (3d8+21/19-20 (+1d6 on critical hit) plus blight-fire) melee, skull butt +32 (2d6+10 plus blightfire) melee |
Space/Reach:
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5 ft./5 ft. |
Special Attacks:
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Rend 6d8+31, blightfire, spell-like abilities |
Special Qualities:
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Undead traits, cold subtype, cold aura, SR 34, DR 10/- |
Skills:
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Jump +21, Intimidate +44, Knowledge (religion) +35, Listen +43, Spot +43 |
Feats:
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Cleave, Improved Critical (claw), Improved Initiative, Power Attack, Weapon Focus (claw) |
Epic Feats:
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Overwhelming Critical (claw), Blinding Speed, Epic Fortitude, Epic Weapon Focus (claw) |
Saves:
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Fort +14, Ref +18, Will +24 |
Abilities:
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Str 52, Dex 27, Con -, Int 10, Wis 22, Cha 28 |
Climate/Terrain:
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Any |
Organization:
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Solitary or pair |
Challenge Rating:
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23 |
Treasure:
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Standard |
Alignment:
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Always chaotic evil |
Advancement:
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33-42 HD (Medium-size); 43-55 HD (Huge) |
Rend (Ex): If the winterwight hits with both of its claws, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 6d8+31 points of
Damage.
Blightfire (Su): When a winterwight deals
Damage to a living opponent, a night-black flame begins to burn on the opponent's body. If the opponent fails a Fortitude save (DC 35), it takes 4 points of permanent Constitution drain. The opponent must continue to save every round for the next 4 rounds (5 rounds total) to avoid being permanently drained of an additional 4 points of Constitution per round. The creature regains 10 lost
hit points whenever it drains 4 points of Constitution, gaining any excess
hit points as
temporary hit points. These
temporary hit points last a maximum of 1 hour. If the opponent is slain by
blightfire, only icy fragments of the victim remain. The save DC is Charisma-based.
Undead Traits: Immune to
poison,
sleep, paralysis, stunning,
disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual
Damage, ability
Damage,
ability drain, or
energy drain. Negative energy heals. Not at risk of death from massive
Damage, but destroyed at 0
hit points or less.
Darkvision 60 ft. Cannot be raised;
resurrection works only if creature is willing.
Cold Subtype:Immunity to cold. Vulnerability to fire (takes half again as much (+50%)
damage as normal from fire, regardless of whether a
saving throw is allowed, or if the save is a success or failure).
Cold Aura (Su): A 10-foot-radius spread
cold aura surrounds a winterwight. All creatures of the cold sub-type in the field (including the winterwight) are treated as if having
turn resistance +6 (if undead) and
fast healing 10. Creatures subject to cold
Damage take 2d10 points of cold
Damage each round they remain within the
cold aura.
Find topic in: Epic |
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Monsters G-W Monsters 3.5 dungeons G-W wizards roleplaying dungeons Winterwight dnd G-W Monsters SRD dungeons Monsters Monsters Winterwight roleplaying Winterwight roleplaying d20 Epic G-W roleplaying dungeons SRD srd srd dungeons d&d Epic Monsters Epic Monsters |