D20:Winterwight Epic Creature
HP 208, hd32d12Initiative +12 (+8 Dex, +4 Improved Initiative)
AC 46 (+8 Dex, +28 natural), touch 18, flat-fooded 38
Fort +14, Ref +18, Will +24
Speed 60 ft.
Spot , Listen
Standard attacksBAB +16, Grapple +37
|Full attack: 2 claws +40 (3d8+21/19?20 (+1d6 on critical hit) plus blight-fire) melee, skull butt +32 (2d6+10 plus blightfire) melee|
|Rend 6d8+31, blightfire, spell-like abilities|
|Undead traits, cold subtype, cold aura, SR 34, DR 10/?|
|Skills Jump +21, Intimidate +44, Knowledge (religion) +35, Listen +43, Spot +43|
|Feats Cleave, Improved Critical (claw), Improved Initiative, Power Attack, Weapon Focus (claw)|
|Alignment Always chaotic evil, |
Organisation Solitary or pair
Winterwights speak Common and Infernal.
A winterwight?s natural weapons are treated as epic for the purpose of overcoming damage reduction.
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 Consitution per round. The creature regains 10 lost hit points whenever it drains 4 points of Consitution, 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.
Spell-Like At will?cone of cold, control weather, dimension door, Spell Immunity (fireball), sleet storm (a winterwight is immune to the effects of a sleet storm spell), wall of ice. Caster level 23rd; save DC 19 + spell level. The save DCs are 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, nonlethal damage, Energy DrainAbility 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.
System Reference Document -> Epic Creatures (SRD)
|This article is a D20 reference page|
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
, 06-24-2009 at 11:18 AM|
Last edited by , 10-23-2011 at 02:02 PM
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