2021-10-29

Fantasy Monster: Wight-Chieftain

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Wight-Chieftain

A tall skeletal figure in once splendid clothing and ancient jewelry.

CR 6; 2,400 XP
CE Medium Undead
Init +8; Senses darkvision 60 ft.; Perception +15
Aura mantle of grave chill (60 ft.)

Defense
AC 19; touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 75 (10d8+30)
Fort +6; Ref +9; Will +9
Defensive Abilities channeling resistance +4; Immune undead traits

Offense
Speed 30 ft.
Melee +1 returning spear +12/+7 (1d8+7, 20/×3) or 2 slams +11 (1d4+4 plus 1d6 cold)
Ranged +1 returning spear +12 (1d8+7, 20/×3)
Special Attacks follow the bloodied shaft, piercing sweep
Spell-Like Abilities (CL 12th, concentration +13)
At Will—communal phantom steed

Statistics
Str 18, Dex 18, Con —, Int 13, Wis 15, Cha 17
Base Atk +7; CMB +11; CMD 25
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes, Nimble Moves
Skills Intimidate +16, Knowledge (royalty) +11, Perception +15, Ride +17, Sense Motive +15
Languages Common, or any appropriate ancient language

Ecology
Environment ruins, underground
Organization solitary or accompanied by assorted retinue of lesser wights
Treasure double standard

Special Abilities

Follow The Bloodied Shaft (Su) After dealing damage to a living creature with a spear attack, a wight-chieftain can teleport to a square adjacent to the target as a free action, regaining the proper grip on the weapon if it was thrown.

Mantle Of Grave Chill (Su) A wight-chieftain is surrounded by an aura of unearthly cold, numbing body and soul. Creatures within 60 feet reduce their cold resistance by 10 and suffer –2 penalty to saving throws and Constitution-based ability checks made to resist death, despair, exhaustion, fatigue, fear, and sleep effects.

Piercing Sweep (Ex) After hitting a Medium or smaller corporeal creature with a melee spear attack, a wight-chieftain can attempt a free reposition combat maneuver that doesn't provoke attacks of opportunity.


A wight-chieftain is an ancient warleader or a king, bound by greed and dark magic to linger eternally in his barrow, long after his reign could be remembered. The passage of time becomes an inconsistent blur, only punctuated by intrusions by thieves, lost travelers, and an occasional necromancer seeking to sway or bind him into service of greater evil.

Only rarely wight-chieftains venture beyond their grave-realms, either roused from their nether slumber by greater darkness arriving to lead them against living, or when intrusions by the living into the barrow-lands grow to be intolerable.


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