Friday, December 21, 2012

Draugr Wight for LL


This is designed for a undead creature that can scale with the parties power, so that low level parties can defeat a 1st generation, but a high powered party will still fear a 7th Generation Draugr Wight.  

Draugr Wight

A Draugr Wight is a former follower of _____ (Insert evil god in your gameworld), in life this person made a Faustian bargain. They are given seven lives of undeath, at which point their soul is given over to the god. In there status of being a Draugr Wight, they will have all powers as they had before (Including spell casting and fighting abilities.) They will have a crypt that has been established for their existence, and a personal item, a ring, a amulet, or even a "lucky coin", is used as a focus for this undead. Upon being slain, in 1d4 days their bodies will reform at the Crypt, repairing the body, but leaving any scars or other marks from there last, violent encounter. Each death the Draugr Wight gains more abilities, but is one step closer from facing its soul being devoured. If the item that is their focus is destroyed, the Draugr Wight cannot reform. If they do not meet a violent end, in 400 years the body will fall apart and reform, using one of its seven lives.

The ritual to become a Draugr Wight is a dark ritual that involves a ritual suicide, failure results in death or zombiefication.

The Draugr Wight has all the abilities and knowledge that it had in the past. In addition each generation they gain the following powers. 

Generation 1:
Skills in its Previous life, plus normal Undead immunity from Charm, sleep, and other spells. Turns as per a Wight. Holy water does 1d10 damage.

Generation 2:
Skills in its Previous life, plus normal Undead immunity from Charm, sleep, and other spells. Turns as per a Wight. Holy water does 1d10 damage. Normal weapons do 1/2 damage.

Generation 3:
Skills in its Previous life, plus normal Undead immunity from Charm, sleep, and other spells. Turns as per a vampire. Holy water does 1d10 damage.  Only Silver and magical weapons do damage.

Generation 4:
Skills in its Previous life, plus normal Undead immunity from Charm, sleep, and other spells. Turns as per a vampire. Holy water does 1d10 damage.  Only Silver and magical weapons do damage.

Can Cast in addition
Detect living presences (Range 200ft)
Cast Fear 3x a day.

Generation 5:
Skills in its Previous life, plus normal Undead immunity from Charm, sleep, and other spells. Turns as per a vampire. Holy water does 1d10 damage.  Only Silver and magical weapons do damage.

Can Cast in addition
Detect living presences (Range 200ft)
Cast Fear 3x a day.

Level Drain per melee hit, including weapons.

Generation 6:
Skills in its Previous life, plus normal Undead immunity from Charm, sleep, and other spells. Turns as per a vampire. Holy water does 1d10 damage.  Only Magical weapons do damage.

Can Cast in addition
Detect living presences (Range 200ft)
Cast Fear 3x a day.
 Cast Darkness x3 a day.

Level Drain per melee hit, including weapons.

Generation 7:

Skills in its Previous life, plus normal Undead immunity from Charm, sleep, and other spells. Turns as per a special/Lich. Holy water does 1d10 damage.  Only Magical weapons do damage.

Can Cast in addition
Detect living presences (Range 200ft)
Cast Fear 3x a day.
Cast Darkness x3 a day.
Cast Silence x3 a day.

Level Drain (2 levels) per melee hit, including weapons.

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