White Walker

Not based on a Song of Ice and Fire at all :).

White Walker
Medium sized Outsider (Cold, Evil)
Hit Dice: 33 (6d8+6)
Initiative: +4 (dex)
Speed: 20 ft
AC 18 (+4 Dex, +4 natural)
Attacks: Longsword +9/4
Damage: Longsword 1d8+3+1d6 Cold
Face/Reach 5 ft by 5ft/5ft
Special Attack: Spell-like Abilities, Frost, Frightful Presence, Cold Aura.
Special Qualities: DR 10/+1, Regeneration 2, Cold Subtype, Darkvision
Saves: Fort +6, Ref +9, Will +7
Abilities: Str 16, Dex 18, Con 12, Int 10, Wis 14, Cha 14.
Skills: Hide +12, Intimidate +11, Listen +11, Move Silently +12, Spot +11
Feats: Power Attack, Sunder
Climate/Terrain: Any Cold Land and Underground
Organization: Solitary, Pair, Coven (5-11), usually accompanied by 1d4 Wights (MM Zombie) each.
Challenge Rating: CR 8
Treasure: Standard
Alignment: Always Neutral Evil
Advancement 7-16 HD (Medium Sized)

White Walkers are the embodiment of the cold evil that stalks the endless wilderness beyond the Wall. Also known as the Others, they are consummate hunters and deadly enemies. A White Walker’s eyes burn bright sapphire, and its skin shifts with the colors of the winter forest. The desire nothing more then the extinction of all that lives and has warm blood in its veins.

Combat
White Walkers typically send in their wights (zombies) first, and then attack. In melee, they use shimmering blades, thin, shimmering, and sharper than any razor.

Spell-like Abilities(Sp): Animate Dead, as a 10th level sorcerer.

Frost(Ex): White Walkers are colder than ice, any melee attack by a white walker deals an additional 1d6 points of cold damage, much like the Frost weapon enhancement. Touching the white walker, including striking it with unarmed attacks or natural weapons also deals this damage.

Frightful Presence(Su): The white walker emanates an aura of menace, all creatures who approach within 30 feet of the white walker must make a Will save (DC 15), creatures with 4 or fewer HD must save or be panicked for 4d6 rounds, creature 5 HD or above must save or be shaken for 4d6 rounds. White Walkers are immune to this affect. This is a Fear, Mind Affecting, Enchantment ability.

Cold Aura(Su): Nobody knows whether white walkers bring the cold or if it brings them, but the fact remains that the area near the white walker is incredibly cold. The temperate within 5000 feet of a white walker drops to below 40 degrees, causing characters to make saves against cold each hour as on DMG pg. 86. Within 1000 feet, it drops to below 0 degrees, causing saves every ten minutes. While this is unnatural cold, it still behaves within the limits of normal cold, and staying a heated building using wilderness lore can give a bonus to saves. White walkers use this ability to harry intruders, attacking when they are weak.

Damage Reduction 10/+1: This can also be circumvented by weapons with a special affinity for fire. Commonly, obsidian or dragonglass weapons can bypass this even if they aren’t +1 or better. Weapons that are simply on fire do not bypass this unless they are +1 or better, however the fire deals damage even if the weapon itself cannot penetrate the DR.

Regeneration: Regenerates 2 points each round. This regeneration can be bypassed by holy, blessed, or obsidian and dragonglass weapons.

Cold Subtype: Immune to cold damage, takes double damage from fire damage unless it allows a save, in which case it takes half on a successful save and double on a failed save.

I'm not certain about the CR, as their HP and AC are a little low, however the cold aura and frightful presence could be very powerful. On one hand they could freeze a party to death by following them, but on the other a single good fireball would wipe them out. Any help?
 

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