Wight

Wights were people once, but by some curse or malady have become walking corpses. Some might think them similar to zombies, but a wight retains much of its once-living intellect. Wights may work in teams to overcome their prey under the leadership of the one who turned the others. And if you’re touched by a wight’s rotting flesh upon your own, you are likely to become horribly weakened, mad, or worse: you will join their ranks as one of them.

  • Delgon

A vicious undead, living in the dank, dark tombs that the living fear. Their empty eye sockets glow with a faint red light, and their pale skin is tight over their bones. Avoid their attacks and swing hard with your weapons and they will fall.

  • Etahn

Wight

CharacteristicsCV3
StatScore%Speed30’
STR1260HP26
CON––Dmg Mod+1d4
SIZ1365AV4
INT1050ClassMonster
ACU1260TypeUndead
DEX1260Horror1/1d8
SOC1470TreasureNone
  • Attack: Slam 75% 1d8+3+dm+Life Drain
  • Skills: Dodge 65%, Grapple 60%, Hide 70%, Listen 70%, Spot 70%, Stealth 70%
  • Special: Darkvision 60’, Life Drain, Create Spawn, Undead
  • Weaknesses: None
  • Habitat: Any, often tombs and ruins
  • Encounter: Solitary, Pair, Gang (3–5), or Pack (6–11)

Life Drain

The touch of a wight drains the life force from its victim. A living creature damaged by the wight’s Slam must make a CON check. On a failure, the victim loses 1d4 CON. This loss reduces the creature’s maximum HP accordingly. The victim may attempt another CON check at the end of each of their turns. On a success, the lost CON is restored. Each time a wight successfully drains CON from a living creature, it gains 5 temporary HP. Temporary HP gained in this way does not stack. A creature subjected to Life Drain must also make a 0/1d3 Horror check.

Create Spawn

Any humanoid slain by a wight rises as a new wight in 1d4 rounds.

The newly created wight is under the command of the wight that created it and remains enslaved until its creator is destroyed. The new wight does not retain the special abilities or Talents it possessed in life. 

Undead

Wights do not need to eat, drink, sleep, or breathe. They are immune to poison and disease and cannot be healed through normal means.

Darkvision

A wight can see in extremely dim conditions out to 60’, requiring only the faintest source of light to see.

Reagents & Remnants

Wight Dust (Reagent)

The desiccated flesh of a destroyed wight can be ground into a fine gray powder. Necromancers prize the substance for magic dealing with undeath and the draining of life energy.

Value: 75 gp
Harvesting Difficulty: Average

Wight Eye Ember (Remnant)

A tiny ember of necromantic energy sometimes remains within one of the wight’s empty eye sockets after its destruction. It can be used as a component in magic involving darkness, undeath, or the detection of living creatures.

Value: 100 gp
Harvesting Difficulty: Difficult