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