Icetomb Wight - Monsters

Icetomb Wight
Large natural humanoid (undead)
Level 13 Soldier XP 800

Initiative +12        Senses Perception +16; Darkvision
HP 148; Bloodied 74
Regeneration special (see Resist)
AC 32; Fortitude 28, Reflex 26, Will 27
Immune disease, poison; Resist 10 cold (if the wight takes cold damage, it gains regeneration 5 until it takes fire or radiant damage, or until the end of the encounter), 10 necrotic; Vulnerable 5 fire, 5 radiant
Speed 6 (ice walk)

(⚔) Slam (standard, at-will) ✦ Cold

Reach 2; +20 vs AC; 2d6+7 cold damage, and the target is marked (save ends).

Freezing Grab (standard, at-will) ✦ Cold

Reach 2; +18 vs Reflex; 2d6+7 cold damage, and the target is grabbed. If the icetomb wight uses this power on a target it has already grabbed, that target loses a healing surge.

Encase in Ice (standard; requires a grabbed target, at-will) ✦ Cold

Targets the creature the icetomb wight is grabbing; +18 vs Fortitude; 2d6+7 cold damage, and the target is no longer grabbed but is restrained and takes ongoing 10 cold damage (save ends both), and it is knocked prone. Aftereffect: The target is slowed and takes ongoing 5 cold damage (save ends both).

Alignment Evil        Languages Common
Str 22 (+12)      Dex 18 (+10)      Wis 20 (+11)
Con 20 (+11)      Int 10 (+6)      Cha 12 (+7)


Published in Dungeon Magazine 163, page(s) 72, 74, 93.