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| Disciple of Darkness10-25-03, 06:54 AM | I have couple of things to say before I post this: 1) I had to take some liberties while doing this undead monster, so it is somewhat different from the wight in the Lord of the Rings . 2) I'd really appreciate to have feedback on this one, so could you be so kind as to post your thoughts about my version of barrow-wight? BARROW-WIGHT Medium-Size Undead Hit Dice: 10d12 (65 hp) Initiative: +5 (+1 Dex, +4 Improved Initiative) Speed: 30 ft. AC: 22 (+1 Dex, +5 natural armor, +2 mithril chain shirt +6), vs. touch attack 11, flat-footed 19 Attacks: 2 claws +9; or +2 short sword +12 Damage: claw 1d4+4 and paralysis, +2 short sword 1d6+6 Face/Reach: 5 ft. by 5 ft./5ft. Special attacks: create spawn, curse of treasure, hypnotic voice, paralysis, song of lost souls, spell-like abilities Special qualities: Undead, alternate form, light vulnerability, damage reduction 10/+1(if using 3.5 Edition: DR 10/magic), +4 turn resistance, agility of the dead, unnatural aura, spell resistance 20, cold immunity Saves: Fort + 3, Ref +4, Will +8 Abilities: Str 18, Dex 13, Con –, Int 12, Wis 13, Cha 20 Skills: Bluff +10, Hide +10*, Intimidate +13, Listen +5, Move silently +18*, Knowledge (religion) +11, Search +4, Spot +5, Use Magic Device + 10* Feats: Dodge, Improved Initiative, Skill Focus (Move Silently), Weapon Focus (short sword) Climate/Terrain: underground Organization: solitary, pair, or choir (3-6) Challenge Rating: 11 Treasure: double plus +2 short sword plus +2 mithril chain shirt Alignment: always lawful evil Advancement: 11-20 HD (Medium-Size) Barrow-wights are terrible undead creatures, lurking in catacombs and masoleums which give shelter from sunlight, and they try to trap innocent mortals and sacrifice them to the dark powers. A barrow-wight may have been an attractive person when it was still a living being, but now it is withered, dark and gloomy creature – only a little more than a skeleton covered in long-dead skin. A cold light burns eternally in barrow-wight’s empty eye sockets and only final death can snuff out that devilish glow. Barrow-wights hate all living things. They try to trap still-living mortals, which they later sacrifice to the dark powers (most notably to Sauron, the Lord of the Rings and the Dark Lord of Mordor). Barrow-wights prefer to sacrifice mortals who understand what is about to happen, but they are not above of sacrificing paralyzed victims. Barrow-wights speak Common, Halfling and Orc. Their voices are distant and have a cold, menacing echo. Barrow-wights speak very rarely – they usually just sacrifice every living being that comes near their tombs. They have been known to speak with evil necromancers and priests of evil gods, however. And barrow-wights respect all priests of Sauron: therefore, they will never, under any circumanstance, attack a cleric of Sauron. Barrow-wights also respect the power of ringwraiths and try to please these terrible creations of the Ring-lord Sauron. Combat Barrow-wights do not like combat – they prefer to stalk their victims and quickly capture them, without any risk of getting hurt. However, should someone enter a barrow-wight’s tomb, it defends its sanctuary furiously. After all, the tomb is the only thing that protects the barrow-wight from the sun’s rays. A barrow-wight usually attacks with its claws. It uses its sword to sacrifice its victims to the dark powers and so rarely carries this item with it outside its tomb. Barrow-wight is not above of using the sacrificial sword against its foes, but it does so only if it is threatened by particularly troublesome enemies. Spell-like abilities: at will – ghost sound, dancing lights, darkness; 3/day – fog cloud, hold portal, sleep, whispering wind; 1/day – animate dead, charm person, mirage arcana, vampiric touch. These abilities are as the spells cast by 12th level sorcerer (save DC 15 + spell’s level). Agility of the dead (Ex): a barrow-wight is filled with unholy energies that makes it more agile than any mortal. A barrow-wight never suffers armour check penalties or arcane spell failure for wearing an armour or an shield. Alternate form (Su): a barrow-wight can mimic the form of an ordinary mortal in order to lure more victims into the wight’s grasp. This ability duplicates the effect of alter self, but a barrow-wight can remain in alternate form indefinetely. A barrow-wight can also use this ability as an attack method: it can warp itself to resemble its opponent’s friend, companion or loved one. However, this form is twisted by anguish and terrible pain and wight’s opponent must succeed at a Will save (DC 17) or suffer a –4 penalty when dealing with the particular wight (this penalty applies to attack rolls, saves and skill checks). If the opponent succeeds at her saving throw, she cannot be deceived by barrow-wight’s alternate form ability for a day. Cold immunity (Ex): barrow-wights are closely connected with the forces of death and grave and over time, they have gained immunity to the icy touch of the grim reaper and thus they are immune to cold. Create spawn (Su): a barrow-wight can choose to place some of its own evil essence into a corpse of a Medium-sized or Small humanoid which it killed in a sacrificial ritual. This corpse raises as a barrow-wight in 1d3 days unless the corpse is brought into the presence of sunlight before this, in which case the body will be freed from barrow-wight’s taint. The spawn is under the control of its creator, but is freed if its master is slain. Curse of treasure (Su): anyone who slays a barrow-wight cannot take any more than two items from barrow-wight’s treasure. If she does take more items, she will become greedy and want more and more items all the time and she must succeed at a Will save (DC 15 + the number of items taken from the barrow-wight’s tomb) to resist the want to take every valuable object she sees. Furthermore, after her death she raises in 1d3 days as a barrow-wight. This curse can only be negated by a miracle or a wish or by returning the items taken from barrow-wight back to its tomb. Hypnotic voice (Su): three times a day a barrow-wight can speak with such a tune that all intelligent living beings who hear it talking must succeed at a Will save. If they fail, they fall under the barrow-wight’s voice’s spell (as affected by suggestion). This enthrallment lasts for an hour. All intelligent (Int 3 minimum) living beings within 15 feet of barrow-wight must make this save. The DC for the save is 18. Light vulnerability (Ex): a barrow-wight loathes and fears light in all of its forms. If barrow-wight is ever subjected to the sunlight it will be destroyed unless it succeeds at a Reflex save (DC 20) in which case it is not destroyed (but it still suffers 4d10 damage) This is repeated every round so long as the barrow-wight remains in sunlight. Magical light does not destroy barrow-wight, but wight still hates the light and tries to extinguish its source – and kill its creator. A daylight spell blinds a barrow-wight for 1d6 rounds. Paralysis (Ex): those hit by a barrow-wight’s claw attack must succeed at a Fortitude save (DC 17) or be paralyzed for 1d6+6 rounds. Elves are immune to this paralysis. Skills: barrow-wights are very good at stalking mortal victims in a manner that their intended victims do not notice them. They are also very accustomed to magic items and are familiar with their use. They receive +5 bonus to all Hide, Move Silently and Use Magic Device skill checks. Song of lost souls (Su): once per hour a barrow-wight can sing a terrible song filled with barrow-wight’s malice and necromantic power. It designates three living beings as primary targets: when it sings (which is a full-round action that does not provoke an attack of opportunity) these primary targets must succeed at a Will save (DC 18) or be stunned for 2d12 rounds. If there are other living beings than primary targets within 30 feet of barrow-wight, they must succeed at a Will save (DC 16) or become shaken. Those who were already shaken become frightened and those who were frightened become panicked. Those who were panicked are cowering. This fear effect lasts for 1d4 rounds. A barrow-wight can continue to sing up to 10 rounds. When it does so, all living beings within 30 feet of a barrow-wight must succeed at a Will save (DC 16) or they move one point closer to cowering. Those who are already cowering are unaffected. A barrow-wight cannot designate new primary targets and it will cease to sing if it is hurt. Undead traits: a barrow-wight is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain or death from massive damage. A barrow-wight cannot be raised, and resurrection works only if it is willing. The creature has a darkvision (60-foot range). Unnatural aura (Su): both wild and domesticated animals can sense the unnatural presence of a barrow-wight at a distance of 60 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked so long as they are within that range. |
| Gez10-25-03, 11:55 AM | Interestingly enough, there's a barrow wight in the Tome of Horrors. |
| Obsidianjaerc10-25-03, 08:56 PM | Looks pretty good! You might want them to speak Elven and dont forget to write a brief paragraphical description to read to your players. Also you might want to give them a weakness to song. Gez the way I see the barrow wight in The Tomb of Horrors is as a wight that just so happens to live in a barrow. Who knows. ::shrug::. |