Drazmorg The Damned
Creature 8 (unique) — undead, unholy, wight
Pre-Remaster content. May include legacy alignment.
Source: crown-of-the-kobold-king-bestiary (Pre-Remaster)
Perception +16
Skills arcana +17, crafting +15, deception +13, intimidation +15, medicine +15, occultism +17, religion +13, society +15, stealth +15
Str
+2
Dex
+4
Con
+2
Int
+6
Wis
+4
Cha
+2
AC 23
Fort +13
Ref +15
Will +17
HP 115
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 0 feet, fly 25 feet
Offense
Melee Claw +15, Damage 2d6+4 slashing
Abilities
Final Spite —
Void Healing — Negative Healing
Drain Life (divine) — When the wight damages a living creature with its claw Strike, the wight gains 3 temporary Hit Points and the creature must succeed at a DC 25 Fortitude save or become Drained 1. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of drained 4.
Raise Bone Wall (divine) — Frequency once per day
Requirements Drazmorg is in the Lower Vault of Droskar's Crucible
Effect Drazmorg draws upon the necromantic energy that infuses the area and causes a tangled wall of bones to rise from the ground. The wall is 5 feet thick, 10 feet wide, and 10 feet tall; once created, it's permanent until Drazmorg uses this ability again, whereupon a previously created bone wall (such as the one at area G2 ) crumbles. The bone wall has AC 10, Hardness 10, and 25 Hit Points. It's immune to critical hits and precision damage, and it heals damage to itself at a rate of 2d6 healing{2d6 Hit Points} at the end of a round. Everything on each side of the wall has greater cover from creatures on the opposite side, and the wall can't be moved through. A destroyed section of the wall of bones can be moved through freely and no longer heals damage. A creature caught in a space when a bone wall is created must attempt a DC 25 Reflex save.
**Critical Success** The creature is unaffected, and the bone wall fails to form in any square occupied by that creature.
**Success** The creature is forced into an adjacent square of its choice as the bone wall forms in its previous space.
**Failure** As success, but the creature is also knocked Prone.
**Critical Failure** As failure, but the creature also takes 4d6 piercing plus 4d6 bludgeoning{4d6 piercing and 4d6 bludgeoning damage} from the force of being struck by the bone wall.
Wight Spawn (divine) — A living humanoid slain by a wight's claw Strike rises as a Wight Spawn after 1d4 rounds. This wight spawn is under the command of the wight that killed it. It doesn't have Drain Life or Wight Spawn and becomes Clumsy 2 for as long as it is a wight spawn. If the creator of the wight spawn dies, the wight spawn becomes a full-fledged, autonomous wight; it regains its free will, gains Drain Life and Wight Spawn, and is no longer clumsy.
Spells
Clairvoyance (rank 4)
Lightning Bolt (rank 3)
Mind Reading (rank 3)
Vampiric Touch (rank 3)
Dispel Magic (rank 2)
False Life (rank 2)
Mirror Image (rank 2)
Spectral Hand (rank 2)
Chill Touch (rank 1)
Command (rank 1)
Fear (rank 1)
Grim Tendrils (rank 1)
Light (rank 1)
Mage Hand (rank 1)
Ray of Enfeeblement (rank 1)
Read Aura (rank 1)
Shield (rank 1)
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