Wight | Size & Type (subtype): | Medium-Size Undead | Hit 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.
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