Winterwight (CR 23)

Medium Undead (Cold)
Alignment: Always chaotic evil
Initiative: +12 (+8 Dex, +4 Improved Initiative); Senses: Darkvision 60 ft., Listen +43, and Spot +43
Languages: Common, Infernal


AC: 46 (+8 Dex, +28 natural) touch 10, flat-footed 38
Hit Dice: 32d12 (208 hp); DR: 10/-
Fort +14, Ref +18, Will +24
Speed: 60 ft.
Space: 5 ft./5 ft.
Base Attack +16; Grapple +37
Attack: Claw +40 melee
Full Attack: 2 claws +40 melee, skull butt +32 melee
Damage: 2 claws 3d8+21/19-20 (+1d6 on critical hit) plus blight-fire, skull butt 2d6+10 plus blightfire
Special Attacks/Actions: Rend 6d8+31, blightfire, spell-like abilities
Abilities: Str 52, Dex 27, Con -, Int 10, Wis 22, Cha 28
Special Qualities: Undead traits, cold subtype, cold aura, SR 34
Feats: Cleave, Improved Critical (claw), Improved Initiative, Power Attack, Weapon Focus (claw); Epic Feats: Blinding Speed, Epic Fortitude, Epic Weapon Focus (claw), Overwhelming Critical (claw)
Skills: Intimidate +44, Jump +21, Knowledge (religion) +35, Listen +43, and Spot +43
Advancement: 33-42 HD (Medium-size); 43-55 HD (Huge)
Climate/Terrain: Any
Organization: Solitary or pair
Treasure/Possessions: Standard

Source: Epic Level Handbook

Rend (Ex): If the winterwight hits with both of its claws, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 6d8+31 points of damage.

Blightfire (Su): When a winterwight deals damage to a living opponent, a night-black flame begins to burn on the opponent's body. If the opponent fails a Fortitude save (DC 35), it takes 4 points of permanent Constitution drain. The opponent must continue to save every round for the next 4 rounds (5 rounds total) to avoid being permanently drained of an additional 4 points of Constitution per round. The creature regains 10 lost hit points whenever it drains 4 points of Constitution, gaining any excess hit points as temporary hit points. If the opponent is slain by blightfire, only icy fragments of the victim remain.

Spell-Like Abilities: At will - cone of cold, control weather, dimension door, spell immunity (fireball), sleet storm (a winterwight is immune to the effects of a sleet storm spell), wall of ice. Caster level 23rd; save DC 19 + spell level.

Cold Subtype: Immune to cold damage; takes double damage from fire unless a saving throw for half damage is allowed, in which case the creature takes half damage on a success and double damage on a failure.

Cold Aura (Su): A 10-foot-radius spread cold aura surrounds a winterwight. All creatures of the cold subtype in the field (including the winterwight) are treated as if having turn resistance +6 (if undead) and fast healing 10. Creatures subject to cold damage take 2d10 points of cold damage each round they remain within the cold aura.

Icy Hardness (Ex): The winterwight's icy skin provides it with damage reduction 10/-. The winterwight's standard damage reduction of 20/+6 does not stack, but overlaps with, this icy hardness damage reduction. However, even when its standard damage reduction does not apply, this 10/- does.

A winterwight likes to use its claws and skull butt on foes, attempting to immerse them in blightfire.

Winterwights are horrors of death wrapped in ice. Winterwights appear as humanoid skeletons sheathed in a thick skin of ice. The ice serves a winterwight as frigid "flesh" and does not hamper its movement in any way. Huge shards of jagged ice depend from each finger, serving as claws. Only the skull of a winterwight is free of ice; a corona of ebony flame burns there like a crown.

Winterwights are the creation of a legendary demilich who sought the limits of necromantic power. Luckily, winterwights are few, and generally trapped in forgotten citadels decaying on the Astral Plane or the Negative Energy Plane. Extremely powerful liches, vampires, and demiliches sometimes gain winterwights as temporary allies.

Cold Subtype

A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.