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    Gaiyamato's Avatar

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    Default Dry Wight [Monster Class][D&D 3.5]

    Note: Saving this from another forum. Original here.

    A desert-themed wight variant, monster progression class. Dry Wights are stronger and more competent in combat than other wights, but they lack the energy drain attack and ability to create spawn of other wights.

    Racial Traits:
    Starting Ability Score adjustments - +2 Str, Con-
    Speed: same as the base race
    Darvision: 60ft
    +8 Racial bonus on move silently checks.
    Undead Traits: Gain undead traits and becomes an Undead creature.
    Automatic Languages: Common, as base race.
    Favoured class: Dry-Wight

    Skill Points per Hit Dice gained: 4+int
    Class Skills: Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (wis).
    Weapon and Armor proficiencies: All simple and martial weapons, all armor and shields (except Tower Shields).

    Level HD BAB Fort Ref Wis Special
    1 1D12 +1 +0 +0 +2 Feat, Water Weakness, Comfortable in Light, +2 Cha
    2 2D12 +0 +0 +3 Turn Resistance +1, +1 Natural Armor, +2 Dex
    3 3D12 +1 +1 +3 Feat, Sandswim, + 2 Str
    4 3D12 -- -- -- Unholy Toughness, +2 Cha
    5 4D12 +1 +1 +4 Turn Resistance +2, +2 Natural Armor, +2 Wis
    6 5D12 +1 +1 +4 Sandform, +2 Str

    Water Weakness
    All water deals damage to a dry wight as if it were holy water.

    Comfortable in Light
    With the blinding sun beating on it as it marches endlessly across the desert, the dry wight loses any weakness or inability to function in sunlight it might have had. It is also immune to any desiccation, dehydration or non-magic heat effects that might otherwise affect it. 

    Unholy Toughness
    A dry wight gains a bonus to its hit points equal to its Charisma bonus (minimum +1) times its Hit Dice.

    Sandswim
    A dry wight gains a burrow speed equal to its base land speed while wearing light armor or carrying a light load and traveling through sand, ash, or other loose soil. This speed drops to 5 feet with a heavier load or if the wight tries to drag a Medium or larger creature along.

    Sandform
    A dry wight has the ability to transform it's body into animated sand, along with all of it's gear, once per day for up to 1 minute + 1 round per 1/2 Hit Dice. This ability works in all other
    respects like the spell of the same name (see page 119 Sandstorm).
    Last edited by Gaiyamato; 2015-08-23 at 08:06 AM.
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    Default Re: Dry Wight [Monster Class][D&D 3.5]

    Doesn't the undead racial HD only have 1/2 BAB not full BAB? Other than that it's pretty cool.
    Since plain water is like holy water on these critters, is the effect of holy water doubled versus them?

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    Default Re: Dry Wight [Monster Class][D&D 3.5]

    Holy Water acts as normal. Those rules are stolen from the Dry Liche in Sandstorm.

    Also The listed BAB is it's fractional BAB. Yes it has full BAB, but it does not make Spawn and has no drain attack.

    An E6 playable, non-world-breaking undead is all. Well suited for desert campaigns.
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