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Digger-Wight
A hunched withered figure in tattered leather apron, wielding a crocked pickaxe.
CR 5; XP 6,400
NE Medium Undead
NE Medium Undead
Init +3; Senses darkvision 60 ft.; Perception +14
Defense
AC 18, touch 13, flat-footed 15 (+2 armor, +3 Dex, +3 natural)
hp 55 (10d8+10); fast healing 5
Fort +4; Ref +6; Will +8
AC 18, touch 13, flat-footed 15 (+2 armor, +3 Dex, +3 natural)
hp 55 (10d8+10); fast healing 5
Fort +4; Ref +6; Will +8
Defensive Abilities channel resistance +4; DR 10/gold; Immune undead traits
Weakness attracted to gold
Offense
Speed 30 ft., burrow 10 ft.
Speed 30 ft., burrow 10 ft.
Melee pickaxe +10/+5 (2d4+4, 20/×4) or 2 slams +10 (1d4+3)
Special Attacks spew sludge
Statistics
Str 16, Dex 16, Con —, Int 11, Wis 13, Cha 13
Base Atk +7; CMB +14; CMD 27
Str 16, Dex 16, Con —, Int 11, Wis 13, Cha 13
Base Atk +7; CMB +14; CMD 27
Feats Blind-Fight, Combat Reflexes, Skill Focus (Profession [miner]), Power Attack, Vital Strike
Skills Appraise +10, Knowledge (engineering) +10, Perception +14, Profession (miner) +17
Languages understands Common, occasionally mutters single words, such as "Gold-gold..."
SQ excavating swing
Ecology
Environment mines, gold-bearing hills
Organization solitary, pair, or camp (3–5)
Treasure standard
Special Abilities
Environment mines, gold-bearing hills
Organization solitary, pair, or camp (3–5)
Treasure standard
Special Abilities
Attracted To Gold Digger-wights will spend at least one move action to approach closest visible gold item that came within their line of sight since the end of their previous turn. Objects that stay within the digger-wights' line of sight longer lose its appeal, and no longer attract them.
Excavating Swing (Su) A digger-wight can use its pickaxe to break a 5-ft. block of soft stone, clay, mud, or earth as a full-round action, and can burrow through ground as long as it has its pickaxe. A digger-wight left to itself will always find, construct or repair a pickaxe in short time.
Spew Sludge (Su) A digger-wight can vomit a spray of watery sludge as a standard action, in a 15-ft. long cone-shaped burst, dazzling all creatures within for 1d4+1 rounds, and pushing away 5 feet and knocking down Medium or smaller creatures that fail a Reflex saving throw (DC 16). It also quenches nonmagical fires within area.
Gold-fever led many to their deaths... And brought some of them beyond their doom, leaving them a hollow shells obsessing sorely over digging more and more gold until their desire is satiated allowing them to pass on. Often in places where gold was depleted, or never as plentiful as they initially thought in the first place.
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