Dungeons and Dragons Winterwight 3.5 PBP RPG

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Winterwight

Winterwight

Medium Undead (Cold)

Hit Dice:

32d12 (208 hp)

Initiative:

+12 (+8 Dex, +4 Improved Initiative)

Speed:

60 ft.

Armor Class:

46 (+8 Dex, +28 natural), touch 18, flat-footed 38

Base Attack/Grapple:

+16/+37

Attack:

+Claw +40 (3d8+21/19-20 (+1d6 on critical hit) plus blight-fire) melee

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

Space/Reach:

5 ft./5 ft.

Special Attacks:

Rend 6d8+31, blightfire, spell-like abilities

Special Qualities:

Undead traits, cold subtype, cold aura, spell resistance 34, damage reduction 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)

Epic Feats:

Overwhelming Critical (claw), Blinding Speed, Epic Fortitude, Epic Weapon Focus (claw)

Saves:

Fort +14, Ref +18, Will +24

Abilities:

Str 52, Dex 27, Con -, Int 10, Wis 22, Cha 28

Environment:

Any

Organization:

Solitary or pair

Challenge Rating:

23

Treasure:

Standard

Alignment:

Always chaotic evil

Advancement:

33-42 HD (Medium-size); 43-55 HD (Huge)

Winterwights speak Common and Infernal.

A winterwight's natural weapons are treated as epic for the purpose of overcoming damage reduction.

Combat

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 Constitution per round. The creature regains 10 lost hit points whenever it drains 4 points of Constitution, 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 Abilities: 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, subdual Damage, ability 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.


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After being shackled up, Eya looks around at the others in the cell with her. She looks to Kiven first and says, "Aloro, your brother seems like a real ass. I wouldn't mind adding him to my rapidly growing list of shitstains to kill. I'll help, but only if I get the ears after."

Eya then inspects her shackles and tests their strength a little. She scoffs, "They expect these to hold her?" She looks to Jesla, "You there, warrior of Gorum, God of Battle and Lord in Iron. Jesla, right? That's what they called you earlier. Listen Jesla, I can tell just by looking at these chains that they are far too weak to hold you. BUT, if you attempt to break free right now, you would alert the guards immediately from the noise." Eya nods in the direction of the guards down the hallway, then continues, "If you're serious about bathing in their blood, which, by the way, is a favorite pastime of mine, then bide your time for now and wait for the right moment. Side note, blood bathing is actually good for the skin. It keeps the aging down. It's a shame we can't flay them alive too though; we don't have the luxury of time." Eya sighs, seemingly disappointed.

"You all might be wondering why they went through the trouble of branding us if they're just planning to execute the majority of us tomorrow. Well, the branding iron the used had magical runes inscribed on it. You saw them too, right Aloro? Anyway, the scar created by that magical branding iron is permanent and no amount of healing can make it go away. Essentially, they didn't just brand our physical bodies, but our souls as well. You could cut off your arm, regrow it with magic, and the brand would be right back there again. Why do they do this you might ask? Perhaps it's to humiliate us, to brand us forever as the Other, the Forsaken. That's their terminology, not mine. But perhaps that's only part of the reason."

"So, why am I telling you all this? Because I think we can all break out of this place if we play our cards right and work together. I'm Eya by the way."

Out of Character: Probably obvious but Eya keeps her voice low enough so that the guards can't hear but loud enough for the others in the cell to hear.

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