Friday, June 13, 2014

White Wailer

When your PCs are in the colder lands...

White Wailer

No. Enc: 1
Alignment: Chaotic Evil
Movement (flying): 150’ (50’)
Armor Class: 6
Hit Dice: 2+1
Attacks: 1 (touch or wail)
Damage: Special
Save: F2
Morale: 10
Hoard Class: None
XP: 90

Sometimes the wind itself can take on a living form...often unpleasantly. The white wailer is a living cloud of ice and cold desperate to suck the life out of mortal creatures. Some say they merely want to know what it feels like to be alive.

The wailer can approximate the shape of a human face, arms and hands. The touch of a white wailer causes 1d4 cold damage and the target must save vs. spells or be frozen in place exactly like the effect of a hold person spell. The duration of this effect is only 1d4 rounds and the target may attempt a save vs. spells at the start of each round.

White wailers get their name by issuing a terrifying wail. This wail can be heard from 500' away, though its nasty effects only occur within a cone starting at the creature's mouth and extending out 20' with its end being 10' wide. Those within this cone must save vs. breath attacks or be frozen (per the touch attack) and lose 1d4 points of Constitution per round that they remain frozen. If this drain results in a reduction of the character's Con modifier then their maximum hit points are reduced accordingly. This draining makes the PC feel immediately fatigued and disheartened. Drained Con will return naturally at a rate of 1 per hour without magical intervention. The white wailer's tactic is to fly down, make a wailing attack, then fly away and return to do it again in 1d6 turns. In this way they can whittle their enemies down over time.


Those whose Con scores are reduced to 3 or less must make a saving throw vs. death or die. Those whose Con is reduced to zero are dead. Magical fire deals triple damage to a wailer.

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