Barrow-wight (3.5e Creature)

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Size/Type: Medium Undead (Incorporeal)
Hit Dice: 5d12 (32 hp)
Initiative: +7
Speed: Fly 30 ft. (good) (6 squares)
Armor Class: 15 (+3 Dex, +2 deflection), touch 15, flat-footed 12
Base Attack/Grapple: +2/—
Attack: Incorporeal touch +5 melee (1d4 plus 1d6 Strength drain)
Full Attack: Incorporeal touch +5 melee (1d4 plus 1d6 Strength drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Strength drain, create spawn
Special Qualities: Darkvision 60 ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura, Paralyze
Saves: Fort +1, Ref +4, Will +6
Abilities: Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15
Skills: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks)
Feats: AlertnessB, Blind Fight, Combat Reflexes, Improved InitiativeB
Environment: Barrow Downs
Organization: Solitary, gang (2–5), or pack (6–11)
Challenge Rating: 6
Treasure: None
Alignment: Always lawful evil
Advancement: 6–10 HD (Medium)
Level Adjustment:


Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a wight at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. Other creature (excluding undead, Maiar, or Maiar Demons, who are unaffected) have to make a will save (DC 20) each round or be paralyzed.

Create Spawn (Su): Any humanoid slain by a wight becomes a Barrow-wight in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Paralyze (Su): If a creature is hit by a Barrow-wight's Touch Attack, it must pass a DC 20 Will save or be paralyzed for D8 minutes. If it passes, it recovers in D8 Minutes.

Daylight Powerlessness (Ex): Barrow-wights are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.

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