Core Rulebook
A killing white light isn't a subtle hunter. At a distance, the creature is an eye-watering point of brilliance. When it closes in, it is nothing less than blinding, though its emanation isn't warm. Despite the blazing intensity, a killing white light is as cold as starlight on a December night, sapping heat and life from living things caught in its radiance. By day, a killing white light is usually inactive. During this period, the creature hibernates in darkened areas, as if unwilling or unable to compete against the sun.
Though normally hidden within the nimbus of its brilliant radiation, the core of a killing white light is a solid object about 1 foot (30 cm) in diameter. It looks like a bleached-white chunk of volcanic glass filled with tiny, bubblelike cavities, suggesting that the creature might be some kind of mineral-based life form.
Motive: Eliminate organic life
Environment: Almost anywhere dark
Health: 15
Damage Inflicted: 5 points
Armor: 1
Movement: Short when flying
Combat: An active (glowing) killing white light can attack one target within immediate range each round with a pulse of its brilliant nimbus. A character who fails a Speed defense roll against the attack takes damage and experiences a cooling numbness. A victim killed by the creature is rendered into so much blowing ash, though their clothing and equipment are unharmed.
As it attacks, a killing white light emits a blinding nimbus of illumination that affects all creatures within short range. Targets in the area must succeed on a Might defense roll each round or be blinded for one round. A character in the area can avert their eyes when fighting a killing white light to avoid being blinded, but attacks and defenses are hindered for those who do so.
A killing white light is vulnerable to strong sources of light other than its own. If exposed to daylight or caught in a high-intensity beam of light (such as a spotlight), the killing white light falters and takes no action for one round, after which it can act normally. However, if the competing light persists for more than three or four rounds, the creature usually retreats to a darkened place of safety.
Interaction: A killing white light is too alien for interaction and may not be intelligent in a way humans can understand.
Use: An inactive killing white light (which looks something like an albino lump of volcanic glass) is sometimes mistaken for a cypher whose properties can't quite be identified—until the creature becomes active, at which point its true nature is revealed.