3e SRD:Wight
This material is published under the OGL 1.0a. |
Wight
Size/Type: | Medium Undead |
---|---|
Hit Dice: | 4d12 (26 hp) |
Initiative: | +1 (Dex) |
Speed: | 30 ft. |
AC: | 15 (+1 Dex, +4 natural) |
Attacks: | Slam +3 melee |
Damage: | Slam 1d4+1 and energy drain |
Face/Reach: | 5 ft. by 5 ft./5 ft. |
Special Attacks: | Energy drain, create spawn |
Special Qualities: | Undead |
Saves: | Fort +1, Ref +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/Terrain: | Any land and underground |
Organization: | Solitary, gang (2-5), or pack (6-11) |
Challenge Rating: | 3 |
Treasure: | None |
Alignment: | Always lawful evil |
Advancement: | 5-8 HD (Medium-size) |
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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