Monster: Snow Wight

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Snow Wight
A pale-skinned girl, slender, almost thin, with dark hair and dark, soulless eyes wearing gown much too delicate and revealing for the winter weather.

CR 8; XP 4,800
NE Medium Undead (cold)
Init +9; Senses darkvision 60 ft.; Perception +15
Aura eternal cold (100 ft.)

AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural)
hp 95 (10d8+50)
Fort +8, Ref +8, Will +11
Defensive Abilities channel resistance +4, frozen tomb; DR 10/bludgeoning and magic; Immune undead traits; SR 19
Weakness vulnerable to fire

Speed 40 ft., climb 20 ft., swim 20 ft., icewalking
Melee 2 claws +12 (1d4+1 plus 2d6 cold plus energy drain) and bite +12 (1d6+1 plus 2d6 cold plus energy drain)
Special Attacks create spawn, energy drain (1 levels, DC 20), piercing chill
Spell-Like Abilities (CL 10th; concentration +15)
At Will—control weather (bringing cold weather, snow, and hail only)

Str 13, Dex 20, Con —Int 15, Wis 14, Cha 21
Base Atk +7; CMB +12; CMD 26
Feats Agile Maneuvers, Defensive Combat Training, Improved Initiative, Iron Will, Weapon Finesse
Skills Acrobatics +15, Bluff +15, Climb +9, Knowledge (nature) +12, Knowledge (nobility) +12, Perception +15, Sense Motive +15, Swim +9
Languages understands Auran, Common, and one local language but usually don't speak

Environment any cold and temperate
Organization solitary, or accompanied by a number of frost wights
Treasure standard

Aura Of Eternal Cold (Su) A snow wight is surrounded by subtle chill that reduces cold resistance by 10 points and gives –4 penalty to saving throws and Constitution checks made to withstand cold weather. Whenever a cold spell or spell-like ability is used within the aura, the snow wight heals a number of hit points equal to the level of the spell or its equivalent.

Create Spawn (Su) Humanoids killed by a snow wight's energy drain raise as frost wights 1d4 rounds after their death. Female humanoids of royal descent are instead frozen solid within a tomb of ice and break free out of it after 1d4 days as snow wights themselves. A snow wight can command up to 40 HD of frost wights before she has to release some of her direct control, but newly created snow wights are free, though twisted into evil reflections of themselves.

Frozen Tomb (Su) When a snow wight is reduced to 0 or less hit points by damage other than magical fire or positive energy, unless the effect immediately destroys a corpse (such disintegrate), a sarcophagus of magic ice with hardness 5 and 100 hit points forms around her body within 1d4 rounds. When the frozen tomb is broken or melted, the snow wight is released fully healed.

Icewalking (Ex and Su) A snow wight can walk on snowy and icy terrain without any hindrance. She can pass barriers of ice and snow at half her speed as if she was incorporeal.

Piercing Chill (Su) A snow wight can dispel or suppress magic effect that protects from death of a touched creature as if using a greater dispel magic with caster level equal to the snow wight HD. She can bestow 1d3 negative energy levels on a creature she embraces without the creature noticing.

When a young princess with undeveloped talent for cold magic dies, usually to exposure, though treason, murder, and suicide might also lead to this outcome, she might rise as a undead entity, distant but malicious, hungering for warmth of the living and their adoration, lacking any empathy, mercy,  or compassion they might have when alive.

A snow wight might pretend to be a lost girl seeking help, or she might be a nearly feral predator, though a few seemingly assumed positions of power, either by regaining their own throne, or by swaying a naive prince to marry them.

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