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Yora
2013-07-22, 09:30 AM
Wights and wraiths are both really cool races for undead villains when it doesn't have to be a lich, and I think it's a real shame that in D&D they are just generic risen dead one size fits all, who don't keep any of the traits of the people they were in life.
So I made them into templates instead, similiar to ghosts and vampires. They both stick very close to the regular creatures and I think the main thing that would be in need of careful review would be the CRs, with energy drain and incorporeality making such things rather hard to judge and compare.

Wight
Wight - CR 2
XP 600
Human wight warrior 3
Medium undead (augmented humanoid)
Init +6; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 19 (3d10+3)
Fort +4, Ref +2, Will +1
Defensive Abilities undead traits
OFFENSE
Speed 30 ft.
Melee slam +5 (1d4+3 plus energy drain)
Special Attacks create spawn, energy drain (1 level, DC 12)
STATISTICS
Str 15, Dex 13, Con –, Int 10, Wis 11, Cha 12
Base Atk +3; CMB +5; CMD 16
Feats Blind-Fight, Improved Initiative, Skill Focus (Perception)
Skills Climb +6, Intimidate +5, Knowledge (history) +2, Perception +2, Stealth +9; Racial Modifier +8 Stealth
ECOLOGY
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
SPECIAL ABILITIES
Create Spawn (Su) Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a -2 penalty on all d20 rolls and checks, as well as -2 hp per HD. Spawn are under the command of the wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights.

Creating a Wight
“Wight” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). A wight retains all the base creature's statistics and special abilities except as noted here.
Challenge Rating: Same as the base creature +1.
Type: The creature's type changes to undead (augmented). Do not recalculate the creature's base attack bonus, saves, or skill points.
Armor Class: Natural armor improves by +4.
Hit Dice: Change all of the creature's racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged. Wights use their Charisma modifiers for calculating hit points, Fortitude saves, and any special ability that relies on Constitution (instead of Constitution).
Defensive Abilities: A wight retains all of the defensive abilities of the base creature. Wights gain all of the qualities and immunities granted by the undead type.
Attacks: A wight gains a slam attack if it does not already have one (see Natural Attacks). Its slam also causes energy drain (see below).
Special Attacks: A wight retains all the special attacks of the base creature. In addition, a wight gains the following special attacks.
Energy Drain (Su): A creature hit by a wight's slam (or other natural weapon) gains a negative level.
Create Spawn (Su): Any creature that is slain by a wight becomes a wight itself in only 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a -2 penalty on all d20 rolls and checks, as well as -2 hp per HD. Spawn are under the command of the wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights.
Ability Scores: Str +2, Dex +2, Wis +2, Cha +4. As an undead creature, a wight has no Constitution score.
Skills: Wights have a +8 racial bonus on Stealth skill checks. A wight always treats Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth as class skills. Otherwise, skills are the same as the base creature.

Wraith
Wraith - CR 4
XP 1,200
Human wraith warrior 3
Medium undead (augmented humanoid, incorporeal)
Init +7; Senses darkvision 60 ft., lifesense; Perception +9
Aura unnatural aura (30 ft.)
DEFENSE
AC 17, touch 17, flat-footed 14 (+4 deflection, +3 Dex)
hp 38 (3d10+12)
Fort +7, Ref +4, Will +3
Defensive Abilities incorporeal; Immune undead traits
Weaknesses sunlight powerlessness
OFFENSE
Speed fly 60 ft. (good)
Melee incorporeal touch +6 (1d6 negative energy plus 1d6 Con drain)
Special Attack create spawn
STATISTICS
Str –, Dex 17, Con –, Int 13, Wis 14, Cha 18
Base Atk +3; CMB +6; CMD 20
Feats Blind-Fight, Combat Reflexes, Improved Initiative
Skills Climb +7, Intimidate +11, Perception +9, Stealth +10
ECOLOGY
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure none
SPECIAL ABILITIES
Constitution Drain (Su) Creatures hit by a wraith's touch attack must succeed on a DC 15 Fortitude save or take 1d6 points of Constitution drain. On each successful attack, the wraith gains 5 temporary hit points. The save DC is Charisma-based.
Create Spawn (Su) A humanoid slain by a wraith becomes a wraith in 1d4 rounds. These spawn are less powerful than typical wraiths, and suffer a -2 penalty on all d20 rolls and checks, receive -2 hp per HD, and only drain 1d2 points of Constitution on a touch. Spawn are under the command of the wraith that created them until its death, at which point they lose their spawn penalties and become free-willed wraiths.
Lifesense (Su) A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.
Sunlight Powerlessness (Ex) A wraith caught in sunlight cannot attack and is staggered.
Unnatural Aura (Su) Animals do not willingly approach within 30 feet of a wraith, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check.

Creating a Wraith
“Wraith” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). A wraith retains all the base creature's statistics and special abilities except as noted here.
Challenge Rating: Same as the base creature +3.
Type: The creature's type changes to undead (augmented). Do not recalculate the creature's base attack bonus, saves, or skill points. It gains the incorporeal subtype.
Armor Class: A wraith gains a deflection bonus equal to its Charisma modifier. It loses the base creature's natural armor bonus, as well as all armor and shield bonuses not from force effects or ghost touch items.
Hit Dice: Change all of the creature's racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged. Wraiths use their Charisma modifiers for calculating hit points, Fortitude saves, and any special ability that relies on Constitution (instead of Constitution).
Defensive Abilities: A wraith retains all of the defensive abilities of the base creature save those that rely on a corporeal form to function. Wraiths gain all of the qualities and immunities granted by the undead type and the incorporeal subtype.
Attacks: A wraith gains an incorporeal touch attack that deals 1d6 points of negative energy damage. Its incorporeal touch also causes Constitution drain (see below).
Weaknesses: A wraith gains the following weakness.
Sunlight Powerlessness (Ex) Wraiths are powerless in natural sunlight and flee from it. A wraith caught in sunlight cannot attack and is staggered.
Speed: Wraiths lose their previous speeds and gain a fly speed of 60 feet (good), unless the base creature has a higher fly speed.
Special Attacks: A wraith retains all the special attacks of the base creature, but any relying on physical contact do not function. In addition, a wraith gains the following special attacks.
Constitution Drain (Su): Creatures hit by a wraith's touch attack must succeed on a Fortitude save or take 1d6 points of Constitution drain. On each successful attack, the wraith gains 5 temporary hit points. The save DC is equal to 10 + 1/2 wraith's HD + wraith's Charisma modifier
Create Spawn (Su): Any humanoid creature that is slain by a wraith becomes a wraith itself in only 1d4 rounds. Spawn so created are less powerful than typical wraiths, and suffer a -2 penalty on all d20 rolls and checks, as well as -2 hp per HD. Spawn are under the command of the wraith that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wraiths.
Ability Scores: Dex +6, Int +4, Wis +4, Cha +10. As an incorporeal undead creature, a wraith has no Strength or Constitution score.
Skills: A wraith always treats Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth as class skills. Otherwise, skills are the same as the base creature.
Special Qualities: A wraith retains all the base creature’s special qualities that do not require corporeal contact with another creature. It also gains the following.
Lifesense (Su): A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.
Unnatural Aura (Su): Animals do not willingly approach within 30 feet of a wraith, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check.

As I mentioned, judging the CR is probably the hardest and most important part. If there seems to be anything mixed up or unclear in other parts, please mention them as well, of course.

Xefas
2013-07-22, 12:00 PM
These appear to be exactly, or almost exactly, identical to the canon Wight and Wraith templates in Savage Species. :smallconfused:

The Wight is given a CR +3 and LA +4, and the Wraith is given CR +5 and LA +7. Although it's arguable whether those high numbers are truly merited.