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Frost Wight (Winterwight)

Frost Wight (Winterwight)
AI Generated Artwork – NightCafe Creator

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

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.


Frost Wight

Frost Wight

A rare few wights have a greater level of control over their sapping of life from the world than their kin. These frost wights are able to siphon away the warmth from an area with such precision that they can form weapons of ice from the frozen moisture of the air.

Medium undead, neutral evil

Armor Class 17 (half-plate)
Hit Points 165 (22d8 + 66)
Speed 40 ft.

STRDEXCONINTWISCHA
19 (+4)15 (+2)16 (+3)10 (+0)12 (+1)18 (+4)

Saving Throws Int +5, Wis +6
Skills Arcana +5, Perception +6
Damage Vulnerabilities radiant, fire

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities cold, poison, necrotic
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive perception 16
Languages Common, Aquan, Abyssal
Challenge 16 (15,000 XP)

Special Traits

  • Frost Stride. Difficult terrain composed of ice or snow doesn’t cost the frost wight extra moment, and, while on ice, it ignores any penalties or disadvantage to Strength and Dexterity checks or saving throws for being on a slippery surface.
  • Legendary Resistance (3/Day). When the frost wight fails a saving throw, it can choose to succeed instead.
  • Sunlight Sensitivity. While in sunlight, the frost wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Turn Resistance. It has advantage on saving throws against any effect that turns undead.
  • Winter Sight. The frost wight can see clearly in areas obscured by falling snow, flurries, snow storms, and fog.

Actions

  • Multiattack. It makes two weapon attacks with its longsword or ice javelin. It can use its Draining Cold in place of one melee attack.
  • Draining ColdMelee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. The target must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A creature, other than an undead or construct, slain by this attack rises 24 hours later as a zombie under the frost wight’s control, unless the creature is restored to life or its body is destroyed. There is no limit to the number of zombies the frost wight can control. Zombies created this way are immune to cold damage.
  • LongswordMelee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, plus 14 (4d6) cold damage, or 8 (1d10 + 3) slashing damage plus 14 (4d6) cold damage, if used in two hands.
  • Ice JavelinMelee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 13 (4d6) cold damage.

Legendary Actions

It can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The frost wight regains spent legendary actions at the start of its turn.

  • Attack. The frost wight makes a longsword or ice javelin attack.
  • Command Zombie. One zombie, under the control of the frost wight, makes a melee attack against a creature of the frost wight’s choice.
  • Freezing Touch. The frost wight touches a creature within 5 feet. The target must succeed on a DC 16 Constitution saving throw, or be incapacitated and have its speed reduced to 0 until the end of its next turn.

Section 15: Copyright Notice

Ultimate Bestiary: The Dreaded Accursed, Copyright 2020, Chris Haskins, Nord Games LLC.

Winterwight CR 17

Winterwight
AI Generated Artwork – NightCafe Creator

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 doorgreater dispel magicsleet stormwall 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

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.

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