Wight (CR 3)
Medium Undead
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
Abilities: Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Special Qualities: Undead
Feats: Blind-fight
Skills: Hide +8, Listen +7, Move Silently +16, and Spot +8
Advancement: 5-8 HD (Medium-size)
Climate/Terrain: Any land and underground
Organization: Solitary, gang (2-4), or pack (6-11)
Treasure/Possessions: None
Source:
Monster Manual
In ages past, the term "wight" meant simply "man." As the years went by, however, the word came to be associated with these dark undead.
A wight's appearance is a weird and twisted reflection of the form it had in life. Wild, frantic eyes burn with malevolence. The leathery, desiccated flesh is drawn tight across its bones, and the teeth have grown into sharp, jagged needles.
Wights lurk in barrow-mounds, catacombs, and other places thick with the aura of death, where they nurture their hatred. They seek to destroy all life, filling graveyards with their victims and populating the world with their horrid progeny.
Combat
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.
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.
The following shows the results of a Knowledge (religion) check regarding wights. Those who study necromancy, worship powers of death and the dead, or are well versed in ancient lore might possess this information. At the DM's discretion, characters with the knowledge (history) or knowledge (local) skill might know tales of nearby barrows or other places wights might haunt.
- DC 13: This creature is a wight, an undead being like a zombie but smarter and more powerful. This result reveals all undead traits.
- DC 18: Wights are most often found in harrows and other ancient burial-places. They hate all living creatures and sap the life energy of those they touch.
- DC 23: Cunning and quiet, wights are deft ambushers, intelligent enough to make use of their surroundings and skilled at moving without a sound.
- DC 28: Although savage, wights can often speak Common and might know much about the past. One slain by a wight rises soon after, transformed into a new wight enslaved to its undead murderer's will.
- DC 33: Numerous different kinds of wights exist - some with strange powers over death and decay and others being stronger than even ancient liches.