pathfinder-2-sqlite-MIRROR/data/monsters/wight.yaml

196 lines
5.9 KiB
YAML

ability_mods:
cha_mod: 2
con_mod: 4
dex_mod: 1
int_mod: 0
str_mod: 4
wis_mod: 3
ac: 18
ac_special: null
alignment: LE
automatic_abilities:
- action_cost: Reaction
critical_failure: null
critical_success: null
description: null
effect: The wight makes a Strike before being destroyed. It doesn't gain any temporary
HP from drain life on this Strike.
effects: null
failure: null
frequency: null
full_description: null
generic_description: null
name: Final Spite
range: null
raw_description: '**Final Spite** [Reaction] **Trigger** The wight is reduced to
0 Hit Points. **Effect** The wight makes a Strike before being destroyed. It doesn''t
gain any temporary HP from drain life on this Strike.'
requirements: null
success: null
traits: null
trigger: The wight is reduced to 0 Hit Points.
description: 'Wights are undead humanoids that, much like wraiths, can drain the life
from living creatures with but a touch. They arise as a result of necromantic rituals,
especially violent deaths, or the sheer malevolent will of the deceased.
As many types of wights exist as types of people from which they might be created.
Hulking brutes, skittering sneaks, and cunning tinkers all make for different wights
with different niches to fill. Environment, too, plays a part in determining a wight''s
special abilities and defenses. Frost wights, for instances, can be found in the
parts of the world where exposure is a common end. Regardless, wights typically
haunt burial grounds, catacombs, or other places of the dead. But their hunger is
targeted toward the living—those individuals who remind them of the shackles of
mortality and whom they feel compelled to "free" to the state of undeath.
A single wight can wreak a lot of havoc if it is compelled to rise from its tomb.
Because creatures slain by wights become wights as well, all it takes is a single
wight and a handful of unlucky graveyard visitors to create a veritable horde of
these undead. Thus, canny priests and adventurers know that the best solution to
a wight problem is swift and total eradication. Care must be taken, though, to destroy
wight spawn before attempting to destroy the parent wight, for spawn without a master
gain the ability to create spawn of their own.
Durable and sustained as they are by negative energy, wights can last in harsh environments
without decaying the way some lesser undead do. They might dwell in high mountain
passes, sealed passageways, or submerged in bogs or lakes for decades or even centuries
before the passage of an unsuspecting traveler rouses them from their rest.
**__Recall Knowledge - Undead__ (__Religion__)**: DC 18'
hp: 50
hp_misc: negative healing
immunities:
- death effects
- disease
- paralyze
- poison
- unconscious
items: null
languages:
- Common
- Necril
level: 3
melee:
- action_cost: One Action
damage:
formula: 1d6+4
type: slashing
name: claw
plus_damage:
- formula: null
type: drain life
to_hit: 12
traits: null
name: Wight
perception: 10
proactive_abilities:
- action_cost: None
critical_failure: null
critical_success: null
description: When the wight damages a living creature with its claw Strike, the
wight gains 3 temporary Hit Points and the creature must succeed at a DC 17 Fortitude
save or become __drained 1__. Further damage dealt by the wraith increases the
amount of drain by 1 on a failed save to a maximum of __drained 4__
effect: null
effects: null
failure: null
frequency: null
full_description: null
generic_description: null
name: Drain Life
range: null
raw_description: '**Drain Life** (__divine__, __necromancy__) When the wight damages
a living creature with its claw Strike, the wight gains 3 temporary Hit Points
and the creature must succeed at a DC 17 Fortitude save or become __drained 1__.
Further damage dealt by the wraith increases the amount of drain by 1 on a failed
save to a maximum of __drained 4__'
requirements: null
success: null
traits:
- divine
- necromancy
trigger: null
- action_cost: None
critical_failure: null
critical_success: null
description: A living humanoid slain by a wight's claw Strike rises as a wight after
1d4 rounds. This wight spawn is under the command of the wight that killed it.
It doesn't have Drain Life or Wight Spawn and becomes __clumsy 2__ for as long
as it is a wight spawn. If the creator of the wight spawn dies, the wight spawn
becomes a full-fledged, autonomous wight; it regains its free will, gains Drain
Life and Wight Spawn, and is no longer __clumsy__.
effect: null
effects: null
failure: null
frequency: null
full_description: null
generic_description: null
name: Wight Spawn
range: null
raw_description: '**Wight Spawn** (__divine__, __necromancy__) A living humanoid
slain by a wight''s claw Strike rises as a wight after 1d4 rounds. This wight
spawn is under the command of the wight that killed it. It doesn''t have Drain
Life or Wight Spawn and becomes __clumsy 2__ for as long as it is a wight spawn.
If the creator of the wight spawn dies, the wight spawn becomes a full-fledged,
autonomous wight; it regains its free will, gains Drain Life and Wight Spawn,
and is no longer __clumsy__.'
requirements: null
success: null
traits:
- divine
- necromancy
trigger: null
ranged: null
rarity: Common
resistances: null
ritual_lists: null
saves:
fort: 11
fort_misc: null
misc: null
ref: 6
ref_misc: null
will: 10
will_misc: null
sense_abilities: null
senses:
- Perception +10
- darkvision
size: Medium
skills:
- bonus: 11
misc: null
name: 'Athletics '
- bonus: 9
misc: null
name: 'Intimidation '
- bonus: 6
misc: null
name: 'Stealth '
source:
- abbr: Bestiary
page_start: 332
page_stop: null
speed:
- amount: 25
type: Land
spell_lists: null
traits:
- LE
- Medium
- Undead
- Wight
type: Creature
weaknesses: null