Among the oaklings, death is often considered an inconvenience. In their emotionless pursuit of personal gain, quite a few oaklings experiment with necromancy to prolong their lives. The timber wight is the horrible end result.
XP 1,600 DEFENSE
AC 22, touch 10, flat-footed 22 (+8 armor, +4 natural) OFFENSE
Speed 30 ft.
3/day—diminish plants, warp wood (DC 14) STATISTICS
Str 25, Dex 11, Con —, Int 10, Wis 15, Cha 13 SPECIAL ABILITIESRooted Foot (Ex)The timber wight can stand up from being prone as a swift action instead of a move action. Wicked Thorns (Ex)Any creature striking a timber wight with its body or a hand-held weapon deals damage normally, but at the same time the attacker takes 1d3 points of piercing damage. Any creature involved in a grapple with the timber wight automatically takes this damage once per round at the beginning of the timber wight’s turn. |