Encounters: Thunder Peaks Mid-region
Wight (CR 3)
Alignment: Always lawful evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +7, and Spot +8
AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Hit Dice: 4d12 (26 hp)
Fort +1, Ref +2, Will +5
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +3
Attack: Slam +3 melee
Full Attack: Slam +3 melee
Damage: Slam 1d4+1 and energy drain
Special Attacks: Energy drain, create spawn
Climate/Terrain: Any land and underground
Organization: Solitary, gang (2-4), or pack (6-11)
Source: Monster Manual
Wights attack by hammering with their fists.
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.
Skills: Wights receive a +8 racial bonus to Move Silently checks.