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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000, Wizards of the Coast, Inc.;
Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
original material by E. Gary Gygax and Dave Arneson.
Conversion of System Rules Document monster information to XML
format Copyright 2001 John Hanju Kim.
Wight
SizeAndType: Medium-Size Undead
HitDice: 4d12 (26)
Initiative: +1 (Dex)
Speed: 30 ft.
ArmorClass: 15 (+1 Dex, +4 natural)
Attacks: Slam +3 melee
Damage: Slam 1d4+1 and energy drain
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Energy drain, create spawn
SpecialQualities: Undead
Saves: Fort +1, Ref +2, Will +5
Abilities: Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills: Climb +5, Hide +8, Listen +8, Move Silently +16, Search +7, Spot +8
Feats: Blind-Fight
ClimateAndTerrain: Any land and underground
Organization: Solitary, gang (2-5), or pack (6-11)
ChallengeRating: 3
Treasure: None
Alignment: Always lawful evil
Advancement: 5-8 HD (Medium-size)
Description
General
Special Ability
Energy Drain (Su): Living creatures hit by a wight's slam
attack receive one negative level. The Fortitude save to remove
the negative level has a DC of 14.
Special Ability
Create Spawn (Su): Any humanoid slain by a wight becomes a
wight in 1d4 rounds. 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.
Special Ability
Undead: Immune to mind-influencing effects, poison, sleep,
paralysis, stunning, and disease. Not subject to critical hits,
subdual damage, ability damage, energy drain, or death from
massive damage.
Skills: Wights receive a +8 racial bonus to Move Silently
checks.
Will-o'-wisp
SizeAndType: Small Aberration (Air)
HitDice: 9d8 (40)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: Fly 50 ft. (perfect)
ArmorClass: 29 (+1 size, +9 Dex, +9 deflection)
Attacks: Shock +16 melee
Damage: Shock 2d8
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Spell immunity, natural invisibility
Saves: Fort +3, Ref +12, Will +9
Abilities: Str -, Dex 29, Con 10, Int 15, Wis 16, Cha 12
Skills: Bluff +11, Listen +17, Search +14, Spot +17
Feats: Alertness, Blind-Fight, Dodge, Improved Initiative
ClimateAndTerrain: Any swamp
Organization: Solitary or string (2-4)
ChallengeRating: 6
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always chaotic evil
Advancement: 10-18 HD (Small)
Description
General
Special Ability
Spell Immunity (Ex): The only spells that can affect
will-o'-wisps are magic circle against chaos, magic circle
against evil, magic missile, maze, protection from chaos, and
protection from evil.
Special Ability
Natural Invisibility (Ex): A startled or frightened
will-o'-wisp can extinguish its glow, effectively becoming
invisible as the spell.
Winter Wolf
SizeAndType: Large Magical Beast (Cold)
HitDice: 6d10+18 (51)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 50 ft.
ArmorClass: 15 (-1 size, +1 Dex, +5 natural)
Attacks: Bite +9 melee
Damage: Bite 1d8+6
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialAttacks: Breath weapon, trip
SpecialQualities: Scent, cold subtype
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10
Skills: Hide +6*, Listen +9, Move Silently +7, Spot +9,Wilderness Lore +1*
Feats: Alertness, Improved Initiative
ClimateAndTerrain: Any cold land and underground
Organization: Solitary, pair, or pack (2-5)
ChallengeRating: 5
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral evil
Advancement: 7-9 HD (Large); 10-18 HD (Huge)
Description
General
Winter wolves can speak Giant and Common.
Combat
Winter wolves typically hunt in packs. Their size, cunning,
and formidable breath weapon allow them to hunt and kill
creatures much larger than themselves. A pack usually circles an
opponent, each wolf attacking in turn to exhaust it. If
they're in a hurry, white wolves try to pin their foes.
Special Ability
Breath Weapon (Su): Cone of cold, 15 ft., every 1d4 rounds;
damage 4d6, Reflex half DC 16. Winter wolves can use their breath
weapon while biting.
Special Ability
Trip (Ex): A winter wolf that hits with a bite attack can
attempt to trip the opponent as a free action without making a
touch attack or provoking an attack of opportunity. If the
attempt fails, the opponent cannot react to trip the winter wolf.
Special Ability
Cold Subtype: Cold immunity; double damage from fire except on
a successful save.
Skills: Winter wolves receive a +1 racial bonus to Listen,
Move Silently, and Spot checks, and a +2 racial bonus to Hide
checks. *Their natural coloration grants winter wolves a +7
racial bonus to Hide checks in areas of snow and ice. A winter
wolf has a +4 racial bonus to Wilderness Lore checks when
tracking by scent.
Worg
SizeAndType: Medium-Size Magical Beast
HitDice: 4d10+8 (30)
Initiative: +2 (Dex)
Speed: 50 ft.
ArmorClass: 14 (+2 Dex, +2 natural)
Attacks: Bite +7 melee
Damage: Bite 1d6+4
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Trip
SpecialQualities: Scent
Saves: Fort +6, Ref +6, Will +3
Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
Skills: Hide +7, Listen +9, Move Silently +7, Spot +9, WildernessLore +2*
Feats: Alertness
ClimateAndTerrain: Any forest, hill, plains, and mountains
Organization: Solitary, pair, or pack (6-11)
ChallengeRating: 2
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral evil
Advancement: 5-6 HD (Medium-size); 7-12 HD (Large)
Description
General
More intelligent than their smaller cousins, worgs speak their
own language. Some can also speak Common and Goblin.
Combat
Mated pairs work together to bring down large game, while lone
worgs usually chase down creatures smaller than themselves. Both
often use hit-and-run tactics to exhaust their quarry. A pack
usually circles a larger opponent: Each wolf attacks in turn,
biting and retreating, until the creature is exhausted, at which
point the pack moves in for the kill. If they get impatient or
heavily outnumber the opponent, worgs attempt to pin it.
Special Ability
Trip (Ex): A worg that hits with a bite attack can attempt to
trip the opponent as a free action without making a touch attack
or provoking an attack of opportunity. If the attempt fails, the
opponent cannot react to trip the worg.
Skills: A worg receives a +1 racial bonus to Listen, Move
Silently, and Spot checks, and a +2 racial bonus to Hide checks.
A worg has a +4 racial bonus to Wilderness Lore checks when
tracking by scent.
Wraith
SizeAndType: Medium-Size Undead (Incorporeal)
HitDice: 5d12 (32)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 60 ft. (good)
ArmorClass: 15 (+3 Dex, +2 deflection)
Attacks: Incorporeal touch +5 melee
Damage: Incorporeal touch 1d4 and 1d6 permanent Constitution drain
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Constitution drain, create spawn
SpecialQualities: Undead, incorporeal, +2 turn resistance,unnatural aura, daylight powerlessness
Saves: Fort +1, Ref +4, Will +6
Abilities: Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills: Hide +11, Intimidate +10, Intuit Direction +6, Listen+12, Search +10, Sense Motive +8, Spot +12
Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Initiative
ClimateAndTerrain: Any land and underground
Organization: Solitary, gang (2-5), or pack (6-11)
ChallengeRating: 5
Treasure: None
Alignment: Always lawful evil
Advancement: 6-10 HD (Medium-size)
Description
General
Special Ability
Constitution Drain (Su): Living creatures hit by a
wraith's incorporeal touch attack must succeed at a
Fortitude save (DC 14) or suffer 1d6 points of permanent
Constitution drain.
Special Ability
Create Spawn (Su): Any humanoid slain by a wraith becomes a
wight in 1d4 rounds. Spawn are under the command of the wraith
that created them and remain enslaved until its death. They do
not possess any of the abilities they had in life.
Special Ability
Unnatural Aura (Su): Both wild and domesticated animals can
sense the unnatural presence of a wraith 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.
Special Ability
Undead: Immune to mind-influencing effects, poison, sleep,
paralysis, stunning, and disease. Not subject to critical hits,
subdual damage, ability damage, energy drain, or death from
massive damage.
Special Ability
Incorporeal: Can be harmed only by other incorporeal
creatures, +1 or better magic weapons, or magic, with a 50%
chance to ignore any damage from a corporeal source. Can pass
through solid objects at will, and own attacks pass through
armor. Always moves silently.
Special Ability
Daylight Powerlessness (Ex): Wraiths are utterly powerless in
natural sunlight (not merely a daylight spell) and flee from it.
Wyvern
SizeAndType: Huge Dragon
HitDice: 7d12+14 (59)
Initiative: +1 (Dex)
Speed: 20 ft., fly 60 ft. (poor)
ArmorClass: 17 (-2 size, +1 Dex, +8 natural)
Attacks: Sting +9 melee, bite +4 melee, 2 wings +4 melee; or 2claws +9 melee
Damage: Sting 1d6+4 and poison, bite 2d8+2, wing 1d8+2; or claw1d6+4
FaceAndReach: 10 ft. by 20 ft./10 ft.
SpecialAttacks: Poison, improved grab, snatch
SpecialQualities: Scent
Saves: Fort +7, Ref +6, Will +6
Abilities: Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9
Skills: Listen +13, Move Silently +9, Spot +13*
Feats: Alertness, Flyby Attack
ClimateAndTerrain: Temperate and warm forest, hill, andmountains
Organization: Solitary, pair, or flight (3-6)
ChallengeRating: 6
Treasure: Standard
Alignment: Usually neutral
Advancement: 8-10 HD (Huge); 11-21 HD (Gargantuan)
Description
General
Some wyverns speak Draconic, but most are too stupid to
understand any language.
Combat
A wyvern can slash with its claws only when making a flyby
attack, and it cannot make bite, sting, or wing attacks.
Special Ability
Poison (Ex): Sting, Fortitude save (DC 17); initial and
secondary damage 2d6 temporary Constitution.
Special Ability
Improved Grab (Ex): To use this ability, the wyvern must hit
with both claw attacks. If it gets a hold, it hangs on and
stings.
Special Ability
Snatch (Ex): If a wyvern gets a hold on a creature four or
more sizes smaller, it automatically deals damage with both claws and
its sting attacks each round the hold is maintained. The wyvern
can drop a creature it has snatched as a free action or use a
standard action to fling it aside. A flung creature travels 30
feet and takes 3d6 points of damage. If the wyvern flings it
while flying, the creature suffers this amount or falling damage,
whichever is greater.
Skills: *Wyverns receive a +3 racial bonus to Spot checks when
flying during daylight hours.