The Dragonlance Nexus

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Wichtlin

D&D 3e (3.0/3.5) Rules

by James O'Rance


Small Undead (Incorporeal)
Hit Dice: 4d12 (26 hp)
Initiative: +5 (Dex, Improved Initiative)
Speed: 30 ft.
AC: 18 (+1 size, +1 Dex, +6 natural)
Attacks: Left touch +3 melee, right touch +3 melee
Damage: Left touch paralysis, right touch poison
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Paralysis, poison, create spawn, suggestion
Special Qualities: Incorporeal, partial invisibility, turn resistance +4, undead
Saves: Fort +1, Ref +0, Will +5
Abilities: Str —, Dex 13, Con —, Int 4, Wis 13, Cha 13
Skills: Hide +6, Intuit Direction +6, Sense Motive +5, Spot +8
Feats: Improved Initiative
Climate/Terrain: Any
Organisation: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: None (but see below)

Based on an original conversion by Elric.

Wichtlin are elven undead. They appear as a pair of green glowing eyeballs, and a pair of skeletal hands, although those with the ability to perceive ethereal creatures will see a blackened elven skeleton draped with rotting flesh.

Wichtlin are the result of an ancient curse on the court of queen Sylvyana, a Silvanesti elf also known as the Ghoul Queen. The Silvanesti destroyed all known records of her reign, and only fragments of rumours remain.

Combat

A wichtlin's sole motivation is to kill victims in order for Chemosh to claim their undead spirits. The wichtlin attempts to first paralyze an opponent, and then poisons it. Wichtlin favour elven victims over all others.

Paralysis (Ex): If a wichtlin makes a successful attack with its left hand, the opponent must make a Fortitude saving throw (DC 13) or suffer paralysis for 2d4 rounds.

Poison (Ex): If a wichtlin makes a successful attack with its right hand, the opponent must make a Fortitude saving throw (DC 13) or suffer the effects of poison (initial damage 0; secondary damage 1d4 temporary Con + 1d3 temporary Wis).

Create Spawn (Su): Any elf slain by a wichtlin becomes a wichtlin in seven days unless the elf is brought back to life first. The body develops a faint glow during that time and begins to fade, with the exception of the hands and eyes.

Partial Invisibility (Su): A wichtlin is normally invisible, with the exception of its eyes and skeletal hands. This grants the creature three-quarters concealment (a 30% miss chance). When a wichtlin slays any opponent, it becomes fully visible for 1d4 rounds.

Suggestion (Su): A wichtlin can use a gaze attack to affect an opponent with a suggestion (as the spell cast by a 6th-level sorcerer). Any opponent with elvish blood paralyzed by the wichtlin is subject to this attack (Will save, DC 13 to avoid).

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magical 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.

Skills: Wichtlin gain a +2 racial bonus to Listen, Search, and Spot checks.

Wichtlin Spawn

Wichtlin spawn are independent beings, and are not controlled by their creator. All wichtlin are subject to Chemosh, God of undeath. If a wichtlin was a spellcaster in life, it can advance in its former class; otherwise, wichtlin possess none of the abilities they had during life.

When an elf of evil alignment dies violently, there is a 1% chance that Chemosh and the spirit of Queen Sylvyana will claim his spirit and transform him into a wichtlin in the same way that an elf slain by a wichtlin becomes a wichtlin spawn.

Kagonesti Wichtlin and Wichtlin Wild Stags

If an evil Kagonesti meets a violent death while riding a wild stag, the spirit of the stag may also be claimed by Chemosh and transformed into a wichtlin along with the elf. A wichtlin wild stag appears as a set of glowing green eyes and antlers.

Wichtlin Wild Stag: CR 3; Large Undead (Incorporeal); HD 3d12; hp 20; Init +5 (Dex, Improved Initiative); Spd 60; AC 13 (-1 size, +1 Dex, +3 natural); Atk +3 melee (1d6+3, gore); Face 5 ft. by 10 ft.; Reach 5 ft.; SA Paralysis; SQ death link, partial invisibility, turn resistance +4, undead; AL CE; SV Fort +0, Ref +1, Will +3; Str 14, Dex 12, Con —, Int —, Wis 10, Cha 11.

Feats: Improved Initiative

Paralysis (Su): A living creature struck by the wichtlin wild stag's gore attack becomes paralysed for 2d4 rounds (Fort save negates, DC 11).

Death Link (Su): The wichtlin wild stag is intimiately linked to its wichtlin rider, and obeys the wichtlin's mental commands even if rebuked or magically commanded by another creature. If it is more than 60 feet away from its wichtlin rider for one whole round, the wichtlin stag disappears forever. It also disappears if its wichtlin rider is destroyed.

Partial Invisibility (Su): A wichtlin wild stag is normally invisible, with the exception of its eyes and antlers. This grants the creature three-quarters concealment (a 30% miss chance). When a wichtlin slays any opponent, it becomes fully visible for 1d4 rounds.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magical 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.

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