Wight
Wight
Wight, LE Medium Undead
Simple Monster, XP 1200
Level 6 (+4)
"Know that you brought this upon yourself, Afflestein! My wife and children could not join me in this horrid new life, such as it is. It is for the best...I could not bear to watch them feast upon your rotten soul as I have!"
——Denderon Woodcleft, formerly deceased Carpenter
The dreaded Wight is an undead creature that has gained sentience through sheer hatred and malevolence. In their former lives, they were either evil people who performed heinous acts, or had evil acts committed upon them so atrocious that they wished for violent revenge before they died, a powerful emotion that they carried to the grave. They appear similar to how they did in life, except they are now a twisted, pale corpse that holds onto its past, seeking to drain the life from all living things it encounters. Its flesh recedes over its teeth and nails, which have become long and sharp. It always seeks to engage in melee first, and a single swipe from its claws not only cuts a victim open but drains its energy from their mortal body. This ghastly power feeds the Wight, causing it to forever seek to consume the life force of mortal creatures.
Awareness
21
Senses
Lifesense, Darkvision
Initiative
15/1d10
Hitpoints: 51
Healing Value: 13
Resilience: +2
Morale
2
AC
18/18
|
Touch
16
|
Fort
16
|
Reflex
15
|
Will
18
|
Defenses
Resistances: Weapons (50%, overcome by Silver & Magic), Cold (50%),
Undead Immunities: Bleed and Necrotic damage, Blood Loss, Death, Disease, Energy Damage, Fatigue, Poisons & Toxins, Exhausted, Nauseated, Pain, Sickened, Sleep, Tired.
Vulnerabilities: Radiant (5)
Attributes / Saving Throws (1 AP)
STR
14 / 16
|
DEX
12 / 14
|
CON
10 / 12
|
INT
11 / 12
|
WIS
13 / 14
|
CHA
17 / 18
|
REC 9
Actions (+3 AP)
Standard Attacks (2 AP)
+10 vs AC (ArN 0)
Claw
1d6+2 damage
Melee Reach 5ft
On a hit, make a secondary attack, +9 vs Fortitude. On a hit, the target suffers 1d4+1 Energy Drain and the Wight regains 5 hitpoints.
1d8+2 damage
Grapple +8
Special Attacks (3 AP)
Claw Flurry
Make a claw attack. On a hit, deal an additional 1d6 damage. (Advanced)
Immediate Actions
Create Spawn
Any humanoid creature of small, medium, or large size slain by a wight becomes a Wight Spawn in [1d20 + 10] segments. The Wight Spawn is under the complete control of the wight. If the wight is killed, the spawn become free-willed and try to flee to a dark corner of the world. In 1d10 days they will emerge as a full Wight. (Advanced)
Move (1 AP), Double Move (3 AP)
Shift
5 ft
|
Skirmish
30 ft
|
Sprint
40 ft
|
Overland Movement
40 mi/day
Qualities
- Naturally Stealthy: +5 racial bonus to Stealth (inc)).
- Lifesense: Lifesense allows a creature to detect the life force of all living creatures around them. Additionally, it grants these creatures a +5 Racial bonus to Spot and Awareness against living creatures (inc).
- Undead Immunities: Immune to Bleed and Necrotic damage. Immune to Blood Loss, Death, Disease, Energy Damage, Fatigue, Poisons & Toxins, and the following conditions: Exhausted, Nauseated, Pain, Sickened, Sleep, and Tired.
- Vulnerability: The creature is Vulnerable to Radiant damage (1.5x). (inc)
- Resistance: The creature is Resistant to Cold damage. (inc)
- Weapon Resistance: The creature has Damage Resistance to all Weapon Damage, which is overcome by Silver & Magic (inc).
- Natural Armor: AC +2/+2 (inc)
Skills: Rank 5 Stealth [+15], Rank 5 Listen [+11], Rank 5 Spot [+16], Rank 3 Coercion [+7], Rank 2 Depection [+6], Rank 2 Manipulation [+6], Rank 1 Persuasion [+3], Rank 2 Bravery [+6], Rank 3 Intuition [+7], Rank 1 Suspicion [+3]
Feats: None
Philosophies: Rank 1 Mental, Rank 2 Physical, Rank 4 Undeath
Combat Training: Cast 3, Melee 3, Parry 2, Fort 1, Reflex 1, Will 2
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: None
Charm
+2
|
Coercion
+7
|
Deception
+6
|
Manipulation
+6
|
Persuasion
+3
|
Aloofness
+2
|
Bravery
+6
|
Intuition
+7
|
Tolerance
+3
|
Suspicion
+3
|
Social
Composure: 20
Languages: Common
Motives: Create Spawn
Prejudices: