Wight

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Wight (CR 9)

Wights are another type of undead that resemble zombies, but like Mohrgs, Wights have the burning light of intelligence in their eyesockets.

Indeed, one way of identifying Wights is that dreadful spark of hatred that lights their sockets as they regard the living. However, being intelligent, wights can dim their baleful gaze to conceal their true nature.

In many ways, Wights and Mohrgs are twisted opposites, each one dark and horrible. Where Mohrgs are Corrupting undead, and seek to lie low, build their strength, and issue forth in a terrible wave to convert the living, Wights are Eaters. They have The Hunger, as bad as any Zombie, Ghoul or Vampire. Wights cannot lurk and wait, Wights must hunt, because it is in their nature.

In their hunts, the intelligence of the Wight serves it well. They are skillful monsters, fiends of cunning and ability. They will set lures, they will snatch bait and seek to draw the living into traps. Wights are a plague of Undeath and must be rooted out wherever they appear.


GENERAL

CR 9 Hit Dice 14

XP 6,400

NE, Medium, Undead

Init +4; Senses darkvision 60ft, Perception +14


DEFENSE

AC 28, touch 18, flat-footed 22 (+5 armor, +6 dex, +5 natural, +2 deflection)

hp 160

Fort +8, Ref +10, Will +12

Aura: -

SR: -

Special Defenses: Healed by negative energy.

Immunities:

  • all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)
  • disease, poison, ability damage, ability drain, energy drain
  • death effects, necromancy effects, sleep effects
  • nonlethal damage
  • paralysis, stunning, fatigue, exhaustion
  • any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)

Weaknesses: -


OFFENSE

Speed 30 ft.

Space / Reach: 5 ft. / 5 ft.

Single Melee Wight's Bite +16 (2d8+8/x2) + Energy Drain 1 level (Fort save DC 19 to negate)

Full Melee Wight's Bite +16 (2d8+8/x2)+ Energy Drain 1 level (Fort save DC 19 to negate), 2x Claws +16 (2d6+1/x2)

Ranged Wight's Sight +16 (2d8+8/x2), range increment 30 feet, Negative energy damage, see also Eyes Like Lamps

Special Attacks Energy Drain, Eyes Like Lamps

Action Points 0


STATISTICS

Str 16, Dex 14, Con -, Int 14, Wis 14, Cha 16

Base Atk +9; CMB +15; CMD 25

Feats -

Skills Stealth +14, Knowledge, Local +13

Languages Common, Necril, One language they knew before death


SPECIAL ABILITIES

Energy Drain (Su)

Wights have Energy Drain, a terrible form of attack indeed. A Wight's bite drains the life energy from a struck victim. Roll a Fort saving throw against a DC of 19 or suffer 1 negative level every time you are successfully bitten by a Wight.


Eyes Like Lamps (Sp)
  • Concentration: None, see below

Wights have a negative energy ranged attack with their eyes, but far more frightening is their Eyes Like Lamps ability. Once per encounter, as a swift action, a Wight may lay a compulsion upon all nearby living creatures it can see. This ability affects a thirty foot cone, and all creatures caught in the effect are pulled three squares toward the wight. As all forced movement, this does not provoke attacks of opportunity. As with any forced movement, victims may voluntarily elect to fall prone to stop their movement at any point. Eyes Like Lamps is a spell-like ability, so it may be resisted with spell resistance, but since it requires no somatic component, merely a look, no concentration check is ever required.


TREASURE

sell value of approximately 4,000 gp


COMBAT TACTICS

Wights are smart. But Wights are also hungry. They tend to go out and prowl for victims, and while the stereotype is that they attack at night, they are not harmed by daylight. So they can come at any time. Wights don't breathe, so a favorite tactic is to attack from a lake or river. One of them will use Eyes Like Lamps to see if anybody falls in, and if they do, the feast begins.

In all cases, Wights want to use their bite attacks to drain levels to finish a battle. But Wights want to get to the end of battles on their own terms, so they will seek flanks if they can get them, and if they can find a place to fortify, they will hide, use Eyes Like Lamps to pull their prey out of cover, and then Wight Sight them to tenderize them. Wights are more than smart enough to recognize the danger a healer or a high-powered range attacker represents, and they will aggressively target such foes with their Wight Sight if they are allowed to.

Wights are also smart enough to realize that their Wight Sight can be used to heal each other, but they are so driven by the hunger for life that they rarely do so. In a Wight's mind, it is better to attack and bite than it is to heal, but they will still heal themselves or an ally if there is nothing else for them to do.