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Drazmorg The DamnedCreature 8


UniqueLEMediumUndeadWight
Source Pathfinder Adventure: Crown of the Kobold King
Perception +16 (darkvision)
Languages Common, Dwarven, Necril
Skills Arcana +17, Crafting +15, Deception +13, Intimidation +15, Lore +17, Medicine +15, Occultism +17, Religion +13, Society +15, Stealth +15
Str +2, Dex +4, Con +2, Int +6, Wis +4, Cha +2

AC 23; Fort +13; Reflex +15; Will +17;
HP 115 (negative healing)
Speed 0 feet (fly 25 feet)
Immunities death effects, disease, paralyzed, poison, unconscious

Claw One Action +15 (+10, +5) to hit 2d6+4 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Final Spite Reaction

Trigger The wight is reduced to 0 Hit Points.


Effect The wight makes a Strike before being destroyed. It doesn't gain any temporary HP from drain life on this Strike.

Drain Life (divine, necromancy)

When the wight damages a living creature with its claw Strike, the wight gains 3 temporary Hit Points and the creature must succeed at a DC 25 fortitude save or become Drained 1. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of drained 4.

Raise Bone Wall Two Actions (divine, necromancy)

Frequency once per day

Requirements Drazmorg is in the Lower Vault of Droskar's Crucible


Effect Drazmorg draws upon the necromantic energy that infuses the area and causes a tangled wall of bones to rise from the ground. The wall is 5 feet thick, 10 feet wide, and 10 feet tall; once created, it's permanent until Drazmorg uses this ability again, whereupon a previously created bone wall (such as the one at area G2) crumbles. The bone wall has AC 10, Hardness 10, and 25 Hit Points. It's immune to critical hits and precision damage, and it heals damage to itself at a rate of 2d6 Hit Points at the end of a round. Everything on each side of the wall has greater cover from creatures on the opposite side, and the wall can't be moved through. A destroyed section of the wall of bones can be moved through freely and no longer heals damage. A creature caught in a space when a bone wall is created must attempt a DC 25 reflex save.


Critical Success The creature is unaffected, and the bone wall fails to form in any square occupied by that creature.

Success The creature is forced into an adjacent square of its choice as the bone wall forms in its previous space.

Failure As success, but the creature is also knocked Prone.

Critical Failure As failure, but the creature also takes 4d6 piercing damage 4d6 bludgeoning damage from the force of being struck by the bone wall.


Arcane Prepared Spells (DC 25, +17 to hit)

Cantrips (4th Level): Chill Touch, Light, Mage Hand, Read Aura, Shield
1st Level: Command, Fear, Grim Tendrils, Ray of Enfeeblement
2nd Level: Dispel Magic, False Life, Mirror Image, Spectral Hand
3rd Level: Lightning Bolt, Mind Reading, Vampiric Touch
4th Level: Clairvoyance



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.