Winterwight

Human-sized and of a deathly blue color, this long-taloned skeletal creature is partially encased in jagged sheets of ice.

Winterwight CR 17

XP 102,400
CE Medium undead (cold)
Init +10; Senses darkvision 60 ft.; Perception +27; Aura cold (10 ft.)

DEFENSE

AC 32, touch 16, flat-footed 26 (+6 Dex, +16 natural)
hp 270 (20d8+180); fast healing 10
Fort +15, Ref +14, Will +16
Defensive Abilities channel resistance +4; DR 15/bludgeoning and good; Immune cold, undead traits; SR 28
Weaknesses vulnerability to fire

OFFENSE

Speed 30 ft.
Melee bite +30 (2d8+15 plus blightfire), 2 claws +30 (2d6+15 plus blightfire)
Special Attacks rend (2 claws 2d8+22)
Spell-Like Abilities (CL 17th; concentration +26)

Constantair walk
At willcone of cold (DC 24), dimension door, greater dispel magic, sleet storm, wall of ice
3/daypolar ray
1/daycontrol weather

STATISTICS

Str 40, Dex 23, Con —, Int 11, Wis 18, Cha 29
Base Atk +15; CMB +30; CMD 46
Feats Blind-Fight, Combat Reflexes, Critical Focus, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Staggering Critical, Vital Strike
Skills Acrobatics +26, Intimidate +32, Perception +27, Stealth +29
Languages Common

SPECIAL ABILITIES

Aura of Cold (Su)

Winterwights are surrounded by a 10-foot radius of deathly chill. Any creatures within this area during the winterwight’s turn takes 2d10 points of cold damage. All creatures of the cold subtype within this area (including the winterwight) are treated as having fast healing 10.

Blightfire (Su)

Whenever a winterwight damages a creature with a bite or claw, the wound erupts with tongues of black fire. For the next 5 rounds, the victim must make a DC 29 Fortitude saving throw at the start of its turn or take 1d6 points of Constitution drain. The winterwight gains 10 temporary hit points each time the creature fails a saving throw against blightfire. A creature cannot be affected by more than one instance of blightfire at a time. The save DC is Charisma-based.

ECOLOGY

Environment any cold land
Organization solitary, pair, or incursion (3–6)
Treasure standard

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.

Variant: Winterwight, Sparkwight (CR 17)

[Source]

Human-sized and of a shocking white and blue color, this long-taloned skeletal creature is partially encased in cold iron plates. The sparkwight is an undead horror born from the most storm-churned depths of the Elemental Planes of Air and a rift opening to the Negative Energy Plane. Infused with the negative energy and lightning that permeates these areas; these horrors are often found in areas that suffer from magical electricity or thunderstorms.

Type A sparkwight loses the winterwight’s cold subtype.

Immune Electricity; this replaces a winterwight’s immunity to cold.

Speed Fly 90 ft.

Skills Fly +10; Racial Modifiers +10 fly.

These replace a winterwight’s constant airwalk spell-like ability.

Spell-Like Abilities At willchain lightning (DC 25), replaces cone of cold and sleet storm, energy substitution (electricity) wall of fire replaces wall of ice.

Arcing Aura (Su)

Sparkwights are surrounded by a 10-ft. radius of arcing electricity. Any creatures within this area during the sparkwight’s turn take 2d10 points of electricity damage.

This ability replaces a winterwight’s cold aura.

Blight Discharge (Su)

Whenever a sparkwight damages a creature with a bite or claw, the wound fills with ball lightning composed of negative energy. For the next 5 rounds, the victim must make a DC 29 Fortitude saving throw at the start of its turn or take 1d3 points of Dexterity drain and 1d3 points of Wisdom drain. The sparkwight gains 10 temporary hit points each time the creature fails a saving throw against blight discharge. A creature cannot be affected by more than one instance of blight discharge at a time. The save DC is Charisma-based.

This ability replaces a winterwight’s blightfire special attack.

Susceptibility to Water (Su)

A sparkwight suffers a -4 penalty against all spells and effects with the water descriptor, and suffers +50% damage from damage dealing spells and effects with the water descriptor; if the water descriptor spell or effect does not deal damage, it deals 1d6 points of damage per spell level.

The sparkwight receives a save (Fortitude) for half damage (with the -4 penalty).

This replaces a winterwight’s vulnerability to fire.

Environment any land; this replaces a winterwight’s any cold land.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

scroll to top