CER 106 (OR 27 and PR 79)
Tendrils
of cold, cloying darkness crawled from the shadows and snuffed the life from
every candle in the room. The four travelers huddled together, back to back,
and prepared for the wraith’s assault.
Wraiths are partially incorporeal undead that boarder on the
demonic. Little more than shadowy,
animated hatred, they haunt the darkness of night seeking to drain the life
from those they encounter, and when they succeed, their victim, tainted by the
wraith's intense loathing of life, becomes twisted into a mirror of his
executioner's – a weaker wraith serving its creator.
ST: 14 HP:
15 Speed:
6.00
DX: 12 Will:
15 Air
Move: 12
IQ: 10 Per:
12
HT: 12 FP:
N/A SM:
0
Dodge:
10 Parry:
N/A DR:
0
Punch (15): 1d(0.5) crushing + linked Life Drain (see below). Reach C.
Life Drain (15): 3d+2 months of life
drained per second. Reach C. This can only follow a successful grapple –
often a choke hold (see Strangle Hold below).
Strangle Hold (12): On a successful
attack, the wraith grapples his victim's neck.
On the victim's next turn, he may attempt to break free; the wraith is
at +5 in this Quick Contest for using two hands. On the wraith's next turn – and each turn
thereafter, until its prey breaks free – it may strangle. Roll a Quick Contest of the wraith's ST+3 vs.
the victim's HT. If the wraith wins, its
victim takes crushing damage equal to its margin of victory. DR protects normally, but multiply injury to
the neck by 1.5. If any damage – even
blunt trauma – penetrates the victim's DR, you also start to suffocate
him. On his next turn and every
subsequent turn until he escapes, he loses 1 FP; see Suffocation (B436).
Terror (Will-3): When a wraith moans or
screams menacingly, anyone who hears it must make a Fright Check at -3.
Aura of Hopelessness: Anyone
who fails a Fright Check in the wraith’s presence suffers -3 to all rolls.
Every turn, the victim rolls against Will at a penalty equal to his margin of
failure on the triggering Fright Check; on a success, he snaps out of his
self-doubt.
Firebane: Wraiths suck the
energy out of the area around them. Within two yards, candles are extinguished,
torches burn as candles, and campfires burn as torches, and bonfires burn as
campfires.
Light Weakness: Wraiths take quadruple
damage from light attacks, 1d injury/minute from direct, natural sunlight, and
lose their ability to interact with the physical world in any lighting
conditions that impose a Vision penalty between +0 to -4.
Shadow Body:
Wraiths are composed of partially insubstantial shadowstuff. They can flow through any opening like a
vapor; flight through the night air; take only 1 point of damage from impaling
and piercing attacks and 2 points from all other non-area attacks.
Traits: Bloodlust (9); Callous; Can Be Turned by True Faith;
Combat Reflexes; Darkvision; Desecrator;
Detect (All Life; Precise); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t
Sleep; Dominance; Dread (Sunlight; 1 yard); Flight; Fragile (Unnatural);
Frightens Animals; High Pain Threshold; Immune to Metabolic Hazards; Indomitable; Injury
Tolerance (Diffuse; Infiltration); Insubstantial
(Accessibility, Not in Darkness less than -4; Affect Substantial; Always
On); Intolerance (The
Living); Lifebane; No
Legs (Aerial); Obscure 5 (Vision; Area Effect, 2 yards; Defensive; Emanation);
See Invisible (Ghosts); Temperature Control 5 (Cold; Emanation); Uncontrollable
Appetite (Life Force) (9); Unfazeable;
Unkillable 3 (Achilles’ Heel, Sunlight).
Features: Affected
as Evil; Affected as Dead; Functions and Detects as Evil.
Skills: Brawling-15; Hidden Lore (Undead)-10; Intimidate-15;
Stealth-22; Wrestling-14.
Notes: Wraiths
can speak and may be willing to negotiate, but rarely bother to. They often
know much about other wraiths, if not undeath in general. A wraith's
spawn usually have the same stats as its parent, with -2 ST.
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