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by Jamie Baty

DMR2 113
Tiny Fey
Hit Dice: 6d6+6 (27 hp)
Initiative: +7 (+7 Dex)
Speed: fly 60 ft. (perfect)
Armour Class: 19 (+2 size, +7 Dex), touch 19, flat-footed 12
Base Attack/Grapple: +3/-9
Attack: Lightning strike +12 ranged touch (See Below)
Full Attack: Lightning strike +12 ranged touch (See Below)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Lightning strike
Special Qualities: Damage reduction 10/magic or cold iron, electrical immunity, flight, low-light vision, metalsense, natural invisibility, partial fire immunity
Saves: Fort +3, Ref +12, Will +6
Abilities: Str 3, Dex 24, Con 12, Int 15, Wis 13, Cha 16
Skills: Balance +17, Disguise +7, Hide +15, Listen +14, Move Silently +20, Search +15, Spot +14, Survival +6
Feats: Dodge, Hover, Mobility
Environment: Any land, underground
Organisation: Solitary, Pair, or String (2-5)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: 7-12 HD (Tiny); 13-18 HD (Small)
Level Adjustment: -

Wychglows are balls of eerie light (one to three ft in diameter) that appear only at night or in dark underground caverns. They will often try to appear as normal light sources if glowing, otherwise they may extinguish their glow to hide better.
They are attracted to metallic objects, and will attack creatures in order to obtain them. The bigger the metallic object, the more attracted a wychglow is to it. Plate armour, metal shields and metal swords are natural foci for its attention. A wychglow craves metals since it feeds on electrochemical energy, which can be drain from most metals. This feeding process takes hours, even days, and ultimately turns the metal into a fine, chalky dust.

A wychglow will attack anything nearby that has metal on it. It will attack those carrying the most metal first. If hurt badly, a wychglow will flee, but may stalk the victims in order to attack again when the victims have let their guard down.

Lightning Strike (Ex): Each round, a wychglow may make a lightning strike as a ranged touch attack against any creature within 30ft. Each strike does 1d10 electrical damage. Victims in metallic armour are allowed a Reflex save vs DC 19 (Con based, +5 racial bonus) for half damage. Victims in non-metallic armour or clothes are allowed a Reflex save vs DC 14 (Con based). If successful, they suffer no damage.

Damage Reduction (Su): A wychglow has damage reduction of 10/magic or cold iron.

Electrical Immunity (Ex): A wychglow has 100% immunity to electrical damage.

Flight (Ex): A wychglow can cease or resume flight as a free action.

Metalsense (Su): As a standard action, a wychglow can detect the direction, relative quantity, and quality of any metal within 120ft of its location.

Natural Invisibility (Ex): A wychglow can extinguish its glow at will, effectively becoming invisible as the spell.

Partial Fire Immunity (Ex): A wychglow has 90% immunity to all fire damage.