Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
White Walker
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DM with a vengence" data-source="post: 442714" data-attributes="member: 1679"><p>Not based on a Song of Ice and Fire at all <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. </p><p></p><p>White Walker</p><p>Medium sized Outsider (Cold, Evil)</p><p>Hit Dice: 33 (6d8+6)</p><p>Initiative: +4 (dex)</p><p>Speed: 20 ft</p><p>AC 18 (+4 Dex, +4 natural)</p><p>Attacks: Longsword +9/4</p><p>Damage: Longsword 1d8+3+1d6 Cold</p><p>Face/Reach 5 ft by 5ft/5ft </p><p>Special Attack: Spell-like Abilities, Frost, Frightful Presence, Cold Aura.</p><p>Special Qualities: DR 10/+1, Regeneration 2, Cold Subtype, Darkvision</p><p>Saves: Fort +6, Ref +9, Will +7</p><p>Abilities: Str 16, Dex 18, Con 12, Int 10, Wis 14, Cha 14.</p><p>Skills: Hide +12, Intimidate +11, Listen +11, Move Silently +12, Spot +11</p><p>Feats: Power Attack, Sunder</p><p>Climate/Terrain: Any Cold Land and Underground</p><p>Organization: Solitary, Pair, Coven (5-11), usually accompanied by 1d4 Wights (MM Zombie) each.</p><p>Challenge Rating: CR 8</p><p>Treasure: Standard</p><p>Alignment: Always Neutral Evil</p><p>Advancement 7-16 HD (Medium Sized)</p><p></p><p>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.</p><p></p><p>Combat</p><p>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.</p><p></p><p>Spell-like Abilities(Sp): Animate Dead, as a 10th level sorcerer.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Regeneration: Regenerates 2 points each round. This regeneration can be bypassed by holy, blessed, or obsidian and dragonglass weapons.</p><p></p><p>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.</p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="DM with a vengence, post: 442714, member: 1679"] 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? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
White Walker
Top