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Wyrd, Greater

by Jamie Baty

CC 115, GAZ5
Medium Undead
Hit Dice: 8d12 (52 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares), fly 80 ft. (good)
Armour Class: 21 (+4 Dex, +7 natural), touch 14, flat-footed 17
Base Attack/Grapple: +4/+4
Attack: Sphere +8 touched ranged or melee (1d10 + paralysis)
Full Attack: 2 Sphere +8 touch ranged or melee (1d10 +0)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Destructive spheres, hideous appearance, paralysis
Special Qualities: Damage reduction 10/magic, darkvision 60ft., favoured enemy (elves), turn resistance (+4), undead traits
Saves: Fort +2, Ref +6, Will +8
Abilities: Str 11, Dex 19, Con 0, Int 13, Wis 11, Cha 18
Skills: Concentration +10, Hide +10, Intimidate +15, Listen +11, Move Silently +10, Spot +11
Feats: Improved Initiative, Iron Will, Weapon Finesse
Environment: Any land
Organisation: Solitary, or Pair
Challenge Rating: 7
Treasure: None
Alignment: Always evil, never lawful
Advancement: 9-16 HD (Medium)
Level Adjustment: -

A greater wyrd is very similar to normal wyrd. It has inhabited the body of a more powerful elf, and as a result has greater powers. It is greatly feared, and its hideous appearance causes fear in the weak willed.

Destructive Spheres (Ex): As a free action, the greater wyrd may activate or dismissing this power. While activated, the greater wyrd's hands are constantly surrounded by reddish spheres of destructive magic (necromantic effect). The greater wyrd treats these spheres as natural, light weapons - it may attack with them, one at melee and the other at range, or both in the same way. No attacks of opportunity are provoked by a greater wyrd attacking with his spheres. After leaving his hands, a sphere immediately regenerates, without any need for an action by the greater wyrd. Dismissing the power is also a free action, and causes the spheres to vanish. The greater wyrd does not attack without its spheres - it either cowers or flees if its spheres are unusable.

Hideous Appearance (Su): At the start of any encounter, any creature viewing the greater wyrd must make a will save vs DC18 (Cha based) or be shaken.

Paralysis (Ex): Each time a character is hit by a destructive sphere, they must make a fortitude save vs DC18 or be paralysed for 2d4 x10 minutes. Elves are immune to this paralysis.

Damage Reduction (Su): Greater wyrds have damage reduction of 10/magic.

Favoured Enemy (Elves) (Ex): A greater wyrd gains Favoured Enemy (Elves), as per the ranger's special ability. The wyrd gains a +4 bonus on weapon damage rolls against elves. Likewise, he gets a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against elves. A greater wyrd's Favoured Enemy bonus increases as it gets additional HD, as per the ranger's ability.

Turn Resistance (Ex): A greater wyrd have a bonus of +4 to all turn checks.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.