Wraith, Defiler



Climate / Terrain: Any Subterranean
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Nocturnal
Diet: None
Intelligence: Very High
Treasure:
Alignment: Any Evil
Number Appearing: 1d4
Armor Class: 0
Move: 12
Hit Dice: 5+
ThAC0: 16
Number of Attacks: 2
Damage per Attack: 1d10/1d10
Special Attacks: Spells, Life Drain
Special Defenses: Hit only by magic
Magic Resistance: Nil
Size: M (6')
Morale: Fearless (19)
XP Value:



Defiler wraiths appear as floating robes, with skeletal arms and hands; and are typically armed with scythes.

Combat

Defiler wraiths can attack with the scythes they wield, inflicting 1d10 points of damage. These hit points are added to theirs. This can increase their hit points beyond their normal maximum. Phantom hit points are lost 1 per turn until gone. All damage is taken from these phantom hit points first.
Defiler Wraiths also cuase fear in a 5' radius. Creatures of less than 5 hit dice / levels must save vs Death Magic at -4, or flea for 1d10 rounds. All other creatures save as normal.
Defiler wraiths are defilers (as the name suggests) and have access to all spells they had memorized when they died. They have hit dice equal to their level when they died (5 hit dice minimum), and are able to cast the maximum number of spells allowed at their level. They may choose any of the spells they had memorized, picking them as they wish. If using spell points they have as many points as a mage of their level.
When casting their spells, defiler wraiths gain the necessary power from any creatures within a 10' radius. All creatures in this area take 1d4 hp damage per level of the spell. This can only be healed using magic, as the defiler wraith is draining the life from his victems. If there are no suitable victems in range, the defiler wraith can use his hit points instead, using phantom hit points first.

Habitat / Society

Defiler wraiths are created in 3 ways. 1) When a mage is killed by a defiler wraith's physical attacks, there is a 25% chance of the victem rising as a defiler wraith in a number of days euqual to his level. 2) When a mage is killed because of the draining of his life force by the casting of the defiler wraith's spells, there is a 50% chance of him becoming a defiler wraith. 3) When a defiler is killed, and he has the will and desire, there is a 75% chance of him coming back as a defiler wraith. (Note: The defiler must have prior knowledge of defiler wraiths, or be extremely motivated. He then must survive a system shock roll.)

Ecology

Defiler wraiths live to destroy the living and further their plans. They contribute nothing to a healthy ecology.



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