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Frost Wight

D&D 3e (3.0/3.5) Rules

by James O'Rance


Medium-sized Undead (Incorporeal)
Hit Dice: 6d12 (39 hp)
Initiative: +2 (Dex)
Speed: 30 ft., fly 50 (good)
AC: 16 (+2 Dex, +4 natural)
Attacks: Freezing touch +3 melee
Damage: Freezing touch 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Despair, nullify
Special Qualities: Cold defenses, divine vulnerability, SR 13, sunlight sensitivity
Saves: Fort +2, Ref +4, Will +7
Abilities: Str —, Dex 14, Con —, Int 10, Wis 10, Cha 18
Skills: Hide +11, Listen +8, Search +9, Sense Motive +6, Spot +8
Feats: Blindfight, Iron Will
Climate/Terrain: Cold land
Organisation: Solitary, pair, or pack (5-10)
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 7-12 HD (Medium-size)

Frost wights are the remnants of mortals raised in an unholy semblance of life by Chaos. They usually appear in the form of a swirling white cloud like a miniature blizzard, roughly the size of a human. These undead wander arctic regions such as Icewall and the Plains of Dust, and those high mountain passes that never see thaw.

Combat

A frost wight inflicts 1d6 points of damage with its freezing touch. This touch harms even to those creatures normally immune to cold, for it strikes at the soul, not the body. However, frost wights cannot harm unliving creatures such as constructs or undead with this attack.

Cold Defenses (Ex): Frost wights are immune to all cold-based attacks. However, fire inflicts double damage on them, and the mere presence of any flame (even candleflame) prevents the frost wight from assuming a character's form or attempting a despair attack.

Despair (Sp): When a frost white moves close enough to engage in melee combat, it assumes the physical appearance of its victim and begins to speak hypnotic words of despair. Other characters cannot perceive the forst wight's new appearance. This verbal attack supernaturally persuades the victim that she is worthless, unless she resists by making a Will saving throw (DC 17). If the victim succumbs to this despair, she suffers a -4 morale penalty to attack rolls, saves, attribute checks and skill checks for the rest of the encounter.

Divine Vulnerability (Ex): Frost wights are vulnerable to weapons that have been blessed; if struck by such a weapon, the creature must make a Fortitude check (DC 10 + damage rolled) or immediately perish, destroying the weapon. A successful attack roll allows a cleric to make an unarmed strike against a frost wight by touching it with his holy symbol; however, the holy symbol disappears forever along with the frost wight.

Nullify (Su): The frost wight's can nullify the existence of any character who has succumbed to its despair attack, sweeping her out of existence with a successful attack roll. Not only is the victim destroyed, but her existence is wiped from the memories of all who once knew her. No one, not even relatives and close friends, can remember the victim; only written records and physical evidence enable anyone to know that the victim ever existed. Because of the nature of this attack, victims cannot be brought back by any means, not even a wish.

Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armour. Always moves silently.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, energy drain, or death from massive damage. A raise dead spell will destroy the frost wight if it does not make a Will saving throw.

Sunlight Sensitivity (Ex): Ordinary sunlight annoys frost wights to the point that they avoid it whenever possible, but it does not actually harm them.

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