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Thread: Sanguine Wight [3.5e Template]
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- Aug 2010
Sanguine Wight [3.5e Template]
Sanguine Wights are echo's of the dead formed of blood, mindless automatons that obey the orders of the Benders of the Sanguine. Being simply blood, they lack any organs or flesh. Despite this they move as a solid, mimicing its past form.
A Sanguine Wight wears no armor, but its morphic form may appear to be wearing armor. A Sanguine Wight does only what it is ordered to do. It can draw no conclusions of its own and takes no initiative. Because of this limitation, its instructions must always be simple. A Sanguine Wight attacks until destroyed.
Creating a Sanguine Wight
“Sanguine Wight” is an acquired template that can be added to any corporeal living creature, that isn't of the ooze type.
Size and Type: The creature’s type changes to Construct. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.
Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d10s. In addition he gains a number of additional hit points depending on its size because of its Construct Type:
Armor Class: The Sanguine Wight loses all armor and shield proficiencies and gains a Natural armor bonus increases by a number based on the Sanguine Wight’s size:
Attacks: A Sanguine Wight are proficient with its natural weapons only, unless humanoid in form, in which it retains the weapon proficiencies of the base creature. A creature with hands gains one claw attack per hand; the Sanguine Wight can strike with each of its claw attacks at its full attack bonus. A Sanguine Wight base attack bonus is equal to 3/4 its Hit Dice.
Damage: Natural and manufactured weapons deal damage normally. A claw attack deals slashing and piercing damage depending on the Sanguine Wight's size. (If the base creature already had claw attacks with its hands, use the Sanguine Wight claw damage only if it’s better.)
Special Attacks: A Sanguine Wight retains none of the base creature’s special attacks.
Special Qualities: A Sanguien Wight loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A Sanguine Wight gains the following special qualities.
Sanguine Grip (Ex): If a Sanguine Wight is damaged by bludgeon, piercing, or slashing damage, the attacker must succeed on a strength check (DC 15) or have the weapon struck in the Sanguine Wight's form. It will remain in Sanguine Wight indefinately, or until removed by a strength check (DC 15).
Stained Life (Ex): A Sanguine Wight cannot heal damage on their own, but regain 1 hit point per round if they are in contact with at least 1 pint of blood. In addition they are not at risk of death from massive damage and are immediately destroyed when reduced to 0 hit points or less, leaving 3 pints of blood as a corpse.
Saves: Base save bonuses are 1/3 HD.
Abilities: A Sanguine Wight has no Consitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.
Skills: A Sanguine Wight has no skills.
Feats: A Sanguine Wight loses all feats of the base creature and gains Improved Initiative.
Environment: Any; usually same as base creature.
Challenge Rating: Depends on Hit Dice, as follows:
Alignment: Always neutral.
Advancement: As base creature, or — if the base creature advances by character class.
Level Adjustment: —.
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