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Wight
Size & Type (subtype):Medium-Size UndeadHit Dice:4d12 (26)
Initiative:   +1 (Dex)   Speed:   30 ft.  
Armor Class:   15 (+1 Dex, +4 natural)   Attacks:   Slam +3 melee  
Damage:   Slam 1d4+1 and energy drain   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Energy drain, create spawn   Special Qualities:   Undead  
Saving Throws  Fortitude: 1  
Reflex: 2  
Will: 5  
Abilities:   Str: 12
Dex: 12
Con:
Int: 11
Wis: 13
Cha: 15
Skills:   Climb +5, Hide +8, Listen +8, Move Silently +16, Search +7, Spot +8   Feats:   Blind-Fight  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary, gang (2-5), or pack (6-11)  
Challenge Rating:   3   Challenge Rating Value:   3  
Treasure:   None   Alignment:   Always lawful evil  
Advancement:   5-8 HD (Medium-size)  

Description:  

Combat

Energy Drain (Su): Living creatures hit by a wight's slam attack receive one negative level. The Fortitude save to remove the negative level has a DC of 14.

Create Spawn (Su): Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Skills: Wights receive a +8 racial bonus to Move Silently checks.

 

Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002