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Wight Template

 

The Monster Manual describes the wight as a "weird and twisted reflection of the form it had in life." What better way to depict that reflection than by individualizing each wight based on its previous life?

 

Note that this template can’t recreate the wight presented in the Monster Manual. That’s fine; you can still use either or both in your campaign.

 

 

Creating a Wight

The wight template can be applied to any humanoid, monstrous humanoid, or giant (but see Celebrity Game Table for a version of this template as applied to a dragon). The creature’s type changes to "undead." It uses all the base creature’s statistics and special abilities except as noted here.

 

    Hit Dice: Change to d12.

    Speed: Same as base creature.

    AC: Increase natural armor by +4

   Attacks: The wight retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one.

    Damage: Wights have slam attacks. If the base creature does not have this attack form, use the damage values listed here: Fine/Diminutive 1 pt; Tiny 1d2; Small 1d3; Medium 1d4; Large 1d6; Huge 1d8; Gargantuan 2d6; Colossal 2d8. Creatures with natural attacks retain their old damage ratings or use the values listed above, whichever is better.

    Special Attacks: A wight retains all the special attacks of the base creature and also gains those listed below. Saves have a DC of 10 + 1/2 the wight’s HD + the wight’s Cha modifier.

        Energy Drain (Su): Living creatures hit by a wight’s slam attack receive one negative level. A Fortitude save 24 hours later prevents it from becoming permanent.

        Create Spawn (Su): Any humanoid, monstrous humanoid, or giant 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.

    Special Qualities: A wight retains all the special qualities of the base creature and gains the undead type.

        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.

    Saves: Same as base creature

    Abilities: Increase from the base creature as follows: Str +2, Dex +2, Wis +2, Cha +4. As undead creatures, wights have no Con score.

    Skills: Wights gain a +8 racial bonus to Move Silently checks. Otherwise same as the base creature.

    Feats: Wights gain the Blind-Fight feat, assuming the base creature doesn’t already have this feat.

 

 

    Climate/Terrain: Any land and underground

    Organization: Solitary, gang (2-5), or pack (6-11)

    Challenge Rating: Same as the base creature +1

    Treasure: None

    Alignment: Always lawful evil

    Advancement: By character class

 

Wight Characters

Wights are always lawful evil, which causes characters of certain classes to lose their class abilities, as noted in Chapter 3: Classes in the Player’s Handbook. In addition, certain classes suffer additional penalties.

     Clerics: Clerics lose their ability to turn undead but gain the ability to rebuke undead. This ability does not affect the wight’s creator.

      Wight clerics have access to the Death, Evil, Law, and Trickery domains.

    Sorcerers and Wizards: These characters retain their class abilities, but if a character has a familiar (other than a rat or bat), the link between them is broken, and the familiar shuns its former companion. The character can summon another familiar, but it must be a rat or bat.

 

 

Sample Wights

The first example uses a 6th-level human monk as the base creature, while the second example uses a minotaur as the base creature.

 

Wight Monk

Medium-size Undead

Hit Dice: 6d12 (hp 39)

Initiative: +2 (+2 Dex)

Speed: 50 ft.

AC: 21 (+2 Dex, +4 Wis, +1 monk, +4 natural)

Touch: 17 (+2 Dex, +4 Wis, +1 monk)

Flat-footed: 19 (+4 Wis, +1 monk, +4 natural)

Attacks: Slam +7/+3 melee

Damage: Slam 1d8+4 and energy drain

Face/Reach: 5 ft. by 5 ft./5 ft.

Special Attacks: Stunning attack, energy drain, create spawn

Special Qualities: Evasion, slow fall (30 ft.), undead

Saves: Fort +5, Ref +7, Will +9

Abilities: Str 16, Dex 15, Con --, Int 10, Wis 18, Cha 12

Skills: Balance +11, Hide +10, Jump +12, Move Silently +11, Tumble +11

Feats: Blind-fight, Deflect Arrows, Dodge, Improved Trip, Mobility, Weapon Focus (unarmed strike)

Challenge Rating: 7

 

 

Combat

This creature combines the deadly unarmed strikes of the monk with the life-draining powers of the wight. Note that a slam is considered identical to an unarmed strike, allowing the wight monk to combine her formidable powers.

    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, monstrous humanoid, or giant 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.

    Stunning Attack (Su): Six times per day (but no more than once per round), the monk can attempt to stun a creature with an unarmed attack. The Fortitude DC to resist this stun is 17. The stun lasts for one round.

    Undead Traits: 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.

 

Minotaur Wight

Large Undead

Hit Dice: 6d12 (hp 39)

Initiative: +1 (+1 Dex)

Speed: 30 ft.

AC: 19 (-1 size, +1 Dex, +9 natural)

Touch AC: 10 (-1 size, +1 Dex)

Flat-footed AC: 18 (-1 size, +9 natural)

Attacks: Slam +10/+5 melee, gore +5 melee

Damage: Slam 1d6+5 and energy drain, gore 1d8+2

Face/Reach: 5 ft. by 5 ft./10 ft.

Special Attacks: Charge 4d6+7, energy drain, create spawn

Special Qualities: Scent, natural cunning, undead

Saves: Fort +4, Ref +6, Wil +6

Abilities: Str 21, Dex 12, Con --, Int 7, Wis 12, Cha 12

Skills: Intimidate +6, Jump +9, Listen +9, Move Silently +9, Search +6, Spot +9

Feats: Blind-Fight, Great Fortitude, Power Attack

Challenge Rating: 5

 

 

Combat

This creature combines the natural cunning of the minotaur with the dread hatred of the wight.

    Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6+7 points of damage (or 4d6 + 1.5 times its Strength bonus).

    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, monstrous humanoid, or giant 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.

    Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This makes them immune to maze spells, prevents them from every becoming lost, and enables them to track enemies by scent. Further, they are never caught flat-footed.

    Undead Traits: 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.

This page includes Open Gaming Content.

All material copyright Andy Collins 2001-2008.