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Fell Drain creating wights

Allegro

First Post
Can a spell metamagiced with fell drain (source Libris Mortis on page 27) create wights?

From the SRD:
A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight.

If so how can a PC avoid the body rising as a wight the next night?
 

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frankthedm

First Post
Can a spell metamagiced with fell drain (source Libris Mortis on page 27) create wights?
Yes. Enervation can do it too as long as the victim ran out of Hit Die due to what would have been temporary negative levels.
If so how can a PC avoid the body rising as a wight the next night?
Why would you want to avoid this? The caster obviously was willing to assault the very soul of his victims, letting the victim suffer eternity as wandering corpse devouring the life force of others sounds very fitting.

A few spells and domains have a way to prevent rising as the undead. Some DMs might allow complete destruction of the body to prevent such risings. I recommenced that this does not always work.


[sblock=Ashwraith] Ashwraith Medium Undead (Incorporeal) (Fire)
Hit Dice: 7d12 (45 hp)
Initiative: +7
Speed: 40 ft. (8 squares), fly 80 ft. (perfect)
Armor Class: 15 (+3 Dex, +2 deflection), touch 15, flat-footed 13
Base Attack/Grapple: +3/—
Attack: Incorporeal touch +6 melee (1d8+5 plus 1d6+5 fire) or +6 ranged touch (1d6+5 fire)
Full Attack: Incorporeal touch +6 melee (1d8+5 plus 1d6+5 fire) or +6 ranged touch (1d6+5 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: cause burn wounds, produce flame, create spawn, Obscuring Smoke.
Special Qualities: Darkvision 60 ft., incorporeal traits, fire subtype, +2 turn resistance, sunlight powerlessness, undead traits, unnatural aura
Saves: Fort +2, Ref +5, Will +7
Abilities: Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15
Skills: Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks)
Feats: Alertness, Blind-Fight, Improved Initiative
Environment: Any land and underground
Organization: Solitary, gang (2–4), or swarm (6–11)
Challenge Rating: 7 playtest please...
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 8–14 HD (Medium)
Level Adjustment:

The scent of burning hair and searing flesh fill your nose while screams of agony begin to assault your ears as a flaming apparition of some poor soul being burned to cinders bursts into view. Your worst fears are proven true as you realize its anguished screams are a condemnation of your own deeds…

Those who are killed by the undead and life draining attacks often rise as undead. Many adventures recognize the danger this poses to the world around them and even if they cannot restore an ally to life, they make sure the unfortunate soul won’t spend eternity walking the world. Fire is the usual solution. Ghouls, wights, and vampire spawn need a body more intact than a pile of ashes.

But sometimes that is not enough. Sometimes whatever spirit it is that causes an undead creature to rise up refuses to be denied. When that happens an ashwraith is born into unlife. Sadly, this is not the only way these creatures come to be, for those who are unjustly burned alive also may become ashwraiths if their desire for vengeance burns too hot.

Above the waist, an ashwraith looks like a person burned to skeletal remains, below a roaring pyre with ashes swirling. Those who knew the individual in life may recognize the screams of agony it emits whenever it wishes to make its presence known. Its one driving goal is to burn living and undead creatures, preferably those who hand in its death and or incineration, though it is not picky. An ashwraith that succeeds in obtaining vengeance will likely realize its burning agony will never end and usually goes on a fiery rampage until destroyed.

COMBAT
In close combat an ashwraith attacks with its flaming touch that also inflicts horrific burn scars. It makes full use of its incorporeal nature, moving through walls, ceilings, and floors as it attacks.

Supernatural sources of cold ignore the 50% incorporeal miss chance of an ashwraith.

Holy water deals an extra 1d6 damage when used against an ashwraith.

Create Spawn (Su): Any humanoid slain by an ashwraith becomes an ashwraith in 1d4 rounds as their remains burst into a horrific conflagration. Spawn are under the command of the ashwraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Fire Subtype: An ashraith has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Inflict burn wounds (Su): Living creatures, and only living creatures, hit by an ashwraith’s incorporeal touch attack suffer an effect similar to an inflict wounds spell [1d8+5]. A will save; DC 15 reduces this amount by half. The ashwraith also gains 10 temporary HP each time this ability harms a living creature. This is a negative energy effect.

Produce flame(Sp): An ashwraith has Produce Flame in effect at a caster level equal to its hit dice. An ashwraith can suppress or resume this ability as a swift action. This flame also damages any object the ashwraith touches or passes through. Those who pass through or otherwise enter an Ashwraith’s space also suffer the damage of a produce flame spell.

Obscuring smoke (Sp): Once per hour as a standard action, an ashwraith can create an Obscuring Mist effect that also has the properties of smoke as listed in the DMG under heat dangers. This is the equivalent of a second level spell.

Sunlight Powerlessness (Ex): Ashwraiths are powerless in natural sunlight (not merely a daylight spell) and flee from it. An ashwraith caught in sunlight cannot attack and can take only a single move or attack action in a round.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of an ashwraith at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.[/sblock]

Critter inspired by
http://www.enworld.org/forum/art-ga...reebokesh-updated-16-11-06-a.html#post3177313
http://ironwindmetals.com/catalog/p...=1203&osCsid=386edcf9a5fff63b9fdda742a0041c65
http://www.itswickedfun.net/reference/monsters/HrC013.html
 
Last edited:

Allegro

First Post
Yes. Enervation can do it too as long as the victim ran out of Hit Die due to what would have been temporary negative levels. Why would you want to avoid this? The caster obviously was willing to assault the very soul of his victims, letting the victim suffer eternity as wandering corpse devouring the life force of others sounds very fitting.
I don't know, the same PC who doesn't mind immolating victims with a fireball. Burning creatures alive is hardly a kind goodly act. Soul is flavor text not RAW, enervate talks about suppressing life not assaulting the soul. Enervation is not an evil spell but animate dead is. So to keep bestowing of negative levels as a non-evil act it seems to me a caster would have to care about the outcomes and take precautions the victims do not rise up as undead.
 

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