Atlas Rules Resources Adventures Stories FAQ Search Links
Sun-Wightby Jamie Baty
Hit Dice: 6d12 (39 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares)
Armour Class: 19 (+4 Dex, +5 natural), touch 14, flat-footed 15
Base Attack/Grapple: +3/+8
Attack: Slam +8 melee (1d4 + 5 + Fiery Touch) or By Weapon
Full Attack: 2 Slam +8 melee (1d4 + 5 + Fiery Touch) or By Weapon
Space/Reach: 5 ft./5 ft.
Special Attacks: Dominate, fiery touch
Special Qualities: Create spawn, Damage reduction 5/magic, darkvision 60ft., jet of flame, light dependency, sun-wight weaknesses, undead traits
Saves: Fort +2, Ref +6, Will +7
Abilities: Str 21, Dex 19, Con -, Int 13, Wis 15, Cha 18
Skills: Balance +9, Bluff +9, Concentration +5, Diplomacy +9, Intimidate +9, Jump +10, Listen +7, Spot +7, Tumble +9
Feats: Dodge, Improved Initiative, Power Attack
Environment: Any land
Organisation: Solitary, or Coven (2-5)
Challenge Rating: 5
Alignment: Always chaotic evil
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: -
The creature before you looks like a handsome human with reddish hair and bright eyes. Its skin radiates warmth, but there is something decidedly unhuman about it.
The sun-wight is an undead creature that not only doesn't fear light, it is harmed by darkness. Sun-wights typically look like humans, less frequently as elves. They always appear incredibly beautiful or handsome, and radiate mild warmth from their skin, which is only apparent when close to the creature. They often wear fine clothes, and can use shields and armour, but usually prefer to stay in their finery.
Sun-wights are fearless combatants, desperate to feed off of the energy of the living. They usually will make use of their fiery touch ability, but can use any simple or martial weapons. They are also proficient with light and medium armours, and shields.
Dominate (Su): A sun-wight can charm an opponent just by looking onto his or her eyes. This is similar to a gaze attack, except that the sun-wight must use a standard action, and those merely looking at it are not affected. Anyone the sun-wight targets must succeed on a Will save or fall instantly under the sun-wight's influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Fiery Touch (Ex): Each hit from a sun-wight's slam attack inflicts an additional1d6 fire damage, and the victim must make a fortitude save vs DC18 or gain a negative level.
This ability may be used as a touch attack. The sun-wight may also choose not to activate or use this ability.
Create Spawn (Su): If the sun-wight chooses, any humanoid or monstrous humanoid creature slain by the sun-wight, maybe turned into a sun-wight under the control of the creator. A sun-wight may not directly control more than four sun-wights at ant time, and additional spawned sun-wights are free-willed.
To create a spawn, the body of the victim must be bathed in light for 10 straight days, never touched by darkness. After this, the victim will rise as a sun-wight.
Damage Reduction (Su): A sun-wight has damage reduction 5/magic.
Jet of Flame (Su): As a standard action, a sun-wight can assume the form of a jet of flame at will, similar to the gaseous form spell (caster level 5th), but it can remain in Jet of Flame form indefinitely and has a fly speed of 60 feet with perfect manoeuvrability. Any item or creature within the jet of flame takes 1 point of fire damage per round.
Light Dependency (Ex): The sun-wight takes 1d3 damage every round it is in darkness. At a minimum, the sun-wight needs as much light as it takes for someone to read by to avoid this damage.
Sun-Wight Weaknesses (Ex): The sun-wight has the following weaknesses:
• Any time it is hit by water or another liquid, the sun-wight takes 1d2 "burn" damage. This is in addition to any other damage normally inflicted. Immersing a sun-wight in water inflicts 1d10 damage every round to the sun-wight. If killed in this manner, the sun-wight is utterly disintegrated.
• A sun-wight will never move within 10ft of a strongly presented holy symbol.
• A sun-wight must kill a sentient being every 24 hours with its fiery touch ability, or it suffers 2d6 damage every hour after the first 24 hours pass. This damage is inflicted until the sun-wight feeds again. This damaged cannot be healed until the sun-wight has fed.
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.