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
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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