All Creatures
Abilities | Monsters | NPCs


Warshard Wight

This creature did not include a description.

Elite | Normal | Weak
Proficiency without Level

Weak Warshard WightCreature 4

Rare Medium Undead Unholy Wight 
Source Wight Queen's Thaw pg. 134
Weak Changes are marked. The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 24 (includes +5 from Rare) • Undead (Religion)
Variant wight
Perception +11; darkvision
Languages Common, Necril
Skills Athletics +12, Intimidation +11, Religion +9, Stealth +12
Str +4, Dex +2, Con +4, Int +1, Wis +3, Cha +3
Urgathoa's Weapon (divine) The warshard wight has a scythe arm resembling a Child of Urgathoa.
AC 20; Fort +12, Ref +10, Will +11
HP 67; Immunities death effects, disease, paralyzed, poison, unconscious
Final Spite [reaction] Trigger The warshard wight is reduced to 0 Hit Points Effect The warshard wight makes a Strike before being destroyed. It doesn't gain any temporary Hit Points from drain life on this Strike.
Speed 25 feet
Melee [one-action] scything blade +14 [+9/+4] (deadly d10, magical, reach 10 feet, trip), Damage 1d8-2+9 slashing plus drain lifeMelee [one-action] claw +14 [+10/+6] (agile, magical), Damage 1d8-2+9 slashing plus drain lifeBloody Wail [two-actions] (auditory, divine) The warshard wight cries out in an unearthly shriek. Living creatures within 50 feet must attempt a DC 21 Fortitude save. The warshard wight can't make another bloody wail for 1d4 rounds.
Critical Success The creature is unaffected and becomes temporarily immune for 1 minute.
Success The creature bleeds from their ears and becomes stupefied 1 for 1 round.
Failure The creature bleeds from their ears and becomes stupefied 2 for 1 round.
Critical Failure As failure, and the creature takes a –2 status penalty to saving throws against drain life.
Drain Life (divine) When the warshard wight damages a living creature with a melee Strike using an unarmed attack or its bound weapon, the warshard wight gains 5 temporary Hit Points and the creature must succeed at a DC 18 Fortitude save or become drained 1. Further damage dealt by the warshard wight increases the drained condition value by 1 on a failed save, to a maximum of drained 4.Warshard Wight Spawn (divine) A living humanoid slain by a warshard wight's scything blade or claw Strike rises as a spawned wight after 1d4 rounds. This spawned wight is under the command of the warshard wight that killed it. It doesn't have drain life or warshard wight spawn and is clumsy 2 for as long as it's a spawned wight. If its creator dies, the spawned wight becomes a full-fledged, autonomous warshard wight; it regains its free will, gains drain life and warshard wight spawn, and is no longer clumsy.

Shelyn's Corner

×