Drazmorg The Damned
Creature 8 (unique) — undead, unholy, wight
Pre-Remaster content. May include legacy alignment.
WeaverShadeAERIALundeadunholy
Source: crown-of-the-kobold-king-bestiary (Pre-Remaster)
Perception +16; darkvision
Languages common, dwarven, necril
Skills Academia Lore +17, 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
Items Drazmorg's Staff of All-Sight, In the Shadows of Toil
AC 23
Fort +13
Ref +15
Will +17
HP 115 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 0 feet, fly 25 feet
Offense
Melee Claw (unarmed) +15, Damage 2d6+4 slashing plus Drain Life
Abilities
Final Spite —
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
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 damage from the force of being struck by the bone wall.
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 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.
Arcane Prepared Spells DC 25, attack +17
4th Clairvoyance
3rd Lightning Bolt, Mind Reading, Vampiric Touch
2nd Dispel Magic, False Life, Mirror Image, Spectral Hand
1st Command, Fear, Grim Tendrils, Ray of Enfeeblement
Cantrips (4th) Chill Touch, Light, Mage Hand, Read Aura, Shield
WORKS WELL WITH
AnvilLANDAnvil blocks approach and pins enemies inside the Weaver's wall and area spells while the undead caster controls from above.
SniperLANDSniper delivers consistent damage while Weaver's wall and spawns shape the engagement zone.
PUNISHES
✖ melee reliance✖ clumping✖ low Fortitude
AERIAL-only habitat severely limits ground-bound partners
Works well with · Punishes · Pairing advice
Unlock with Tactics
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