Sword Wight

These wicked and depraved creatures lived and died by the sword, and now, their dark taint passes through their weapons to tear at your soul.
 

Sword Wight (CR 6)

Medium Undead
Alignment: Lawful Evil
Initiative: +1
Senses: Darkvision 60 feet; Perception +15
  Speed: 20 feet (base 30 feet)
Space: 5 feet
 

Defense

Armor Class: 21, touch 11, flat-footed 20 (+6 armor, +1 Dex, +4 natural)
Hit Points: 60 (8d8+16 plus 8)
Saving Throws: Fort +4, Ref +3, Will +7
Channel Resistance +4, undead traits
 

Offense

Melee: greatsword +8/+3 (2d6+1 plus Energy Drain/19-20), or slam +7 (1d4+1 plus Energy Drain)
Reach: 5 feet
 

Statistics

StrDexConIntWisCha
12 (+1) 12 (+1) - 11 (+0) 13 (+1) 15 (+2)
Base Attack Bonus: +6
CMB +7
CMD 18
  Feats: Blind-Fight, Skill Focus (Perception), Toughness, Weapon Focus (Greatsword)
  Skills: Acrobatics +4, Climb +7, Perception +15, Stealth +12
  Languages:
  Special Qualities: sword channel

 

Special Abilities

Sword Channel (Ex)

A sword wight's energy drain ability functions through melee weapon attacks it makes, in addition to its slam attacks.
 

Ecology

Environment: Any
Organization: solitary, or garrison (2-20)
Treasure: standard

  Much like the standard wight, these undead abominations are warped and twisted caricatures of their former selves.
  The sword wight bears a massive greatsword, and the cold touch of the grave courses through the creature, through the weapon, into the hapless target.
  Credit Originally appearing in Rappan Athuk Reloaded (© Necromancer Games, 2006)

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