Winterwight
CR 17, CE Medium Undead (cold)
Senses: Perception 27, Darkvision 60
Speed: 30 ft. Skills: Acrobatics 23, Intimidation 32, Stealth 29
Languages: Common
Ability Scores: Str 40, Dex 23 (+14), Con --, Int 11 (+19), Wis 18 (+23), Cha 29 (+28)
INIT: +10 CP: +15 HP: 270 (20d8+180) SA: 20 DC: 30
AC: 32 Touch: 16 Flat-footed: 26 [+6 Dodge, +16 Natural]
SR: 30 Vulnerable: Fire 4 Resistant: Piercing 15, Slashing 5 Bypass: Good
Immunity: Cold, Bleed, Poison, Necrotic, Psychic Effect Immunity: Con Save Effects, Death Effects, Disease, Fatigue, Life Drain, Mental Effects, Paralysis, Ability Damage, Sleep, Stun, Suffocation, Starvation
Blind-Fight (ex) - The Winterwight is proficient in fighting without the use of sight and gets +3 on all vision-based cover rolls. They are also not flat-footed when defending against invisible Winterwights and can move at full speed while blinded.
Combat Reflexes (ex) - The Winterwight gets a number of reactions equal to its dexterity bonus.
Power Attack (ex) - A Winterwight may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Winterwight does one extra point of damage. The Winterwight must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.
Staggering Critical (ex) - Whenever the Winterwight scores a critical hit, its target becomes staggered for 1d4+1 rounds. A successful Con save reduces the duration to 1 round.
Channel Resistance (ex) - The Winterwight gains advantage on saves against Channel Energy
Cold Aura (su, Aura, Cold) - This creature is surrounded by a 10-foot radius of deathly chill. Any creatures within this area at the start of the creature's turn takes 2d10 points of cold damage. All cold-based creatures within this area are treated as having fast healing 10.
Constant Spell-Like Abilities (Sp) - The following spells are always active: Air Walk
Attacks
- Melee (Natural) - 1 x bite +30 (2d8+15 plus blightfire). Reach: 5 ft. BlightFire - Whenever this attacl damages a target, it erupts into black fire. At the beginning of its next 5 turns, the target must make a CON save or take 1d6 points of CON damage. Each failed save also heals the Winterwight 10 temporary hit points.
- Melee (Natural) - 2 x claws +30 (2d6+15 plus blightfire). Reach: 5 ft. BlightFire - Whenever this attacl damages a target, it erupts into black fire. At the beginning of its next 5 turns, the target must make a CON save or take 1d6 points of CON damage. Each failed save also heals the Winterwight 10 temporary hit points.
Vital Strike (ex) - As a standard action, the Winterwight can make one attack at full bonus that deals additional damage. Roll the damage from the attack twice before adding other damage bonuses. This extra weapon damage is not multiplied on a critical hit but is still added to the total.
Vital Strike (ex) - The creature can perform a single attack that deals 3x the normal damage.
- Spell Like Abilities (1/day)
- Spell Like Abilities (3/day)
- Spell Like Abilities (At Will)
Environment: any cold land
Organization: None
Treasure: standard
Human-sized and of a deathly blue color, this long-taloned skeletal creature is partially encased in jagged sheets of ice.
The winterwight is an undead horror born from the coldest depths of the negative energy plane. Infused with the dark, cold magic that permeates this realm of death, the winterwight takes the form of a skeleton coated in armor of jagged ice. Though it resembles an ordinary skeleton from a distance, the winterwight's frame is much sturdier than the average humanoid's, its frozen armor intertwining with its bone structure to form an incredibly hardy chassis. Sometimes called hatewraiths because of their insatiable lust for suffering, these frozen horrors are often found in areas that suffer from magical cold or frozen climates. Winterwights are 7 feet tall and weigh 250 pounds.