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Pathfinder Second Edition

Compendium

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Wight

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Wights are Undead humanoids that, much like wraiths, can drain the life from living creatures with but a touch. They arise as a result of necromantic Rituals, especially violent deaths, or the sheer malevolent will of the deceased.

As many types of wights exist as types of people from which they might be created. Hulking brutes, skittering sneaks, and cunning tinkers all make for different wights with different niches to fill. Environment, too, plays a part in determining a wight’s special abilities and Defenses. Frost wights, for instances, can be found in the parts of the world where exposure is a Common end. Regardless, wights typically haunt burial grounds, catacombs, or other places of the dead. But their hunger is targeted toward the living—those individuals who remind them of the shackles of mortality and whom they feel compelled to “free” to the state of Undeath.

A single wight can wreak a lot of havoc if it is compelled to rise from its tomb. Because creatures slain by wights become wights as well, all it takes is a single wight and a handful of unlucky graveyard visitors to create a veritable horde of these Undead. Thus, canny priests and adventurers know that the best solution to a wight problem is swift and total eradication. Care must be taken, though, to destroy wight spawn before attempting to destroy the parent wight, for spawn without a master gain the ability to create spawn of their own.

Durable and sustained as they are by Negative energy, wights can last in harsh environments without decaying the way some lesser Undead do. They might dwell in high mountain passes, sealed passageways, or submerged in bogs or lakes for decades or even centuries before the passage of an unsuspecting traveler rouses them from their rest.

Attributes

alignment
LE
armor_class
18
athletics
11
charisma_modifier
2
constitution_modifier
4
description
Wights are undead humanoids that, much like wraiths, can drain the life from living creatures with but a touch. They arise as a result of necromantic rituals, especially violent deaths, or the sheer malevolent will of the deceased. As many types of wights exist as types of people from which they might be created. Hulking brutes, skittering sneaks, and cunning tinkers all make for different wights with different niches to fill. Environment, too, plays a part in determining a wight’s special abilities and defenses. Frost wights, for instances, can be found in the parts of the world where exposure is a common end. Regardless, wights typically haunt burial grounds, catacombs, or other places of the dead. But their hunger is targeted toward the living—those individuals who remind them of the shackles of mortality and whom they feel compelled to “free” to the state of undeath. A single wight can wreak a lot of havoc if it is compelled to rise from its tomb. Because creatures slain by wights become wights as well, all it takes is a single wight and a handful of unlucky graveyard visitors to create a veritable horde of these undead. Thus, canny priests and adventurers know that the best solution to a wight problem is swift and total eradication. Care must be taken, though, to destroy wight spawn before attempting to destroy the parent wight, for spawn without a master gain the ability to create spawn of their own. Durable and sustained as they are by negative energy, wights can last in harsh environments without decaying the way some lesser undead do. They might dwell in high mountain passes, sealed passageways, or submerged in bogs or lakes for decades or even centuries before the passage of an unsuspecting traveler rouses them from their rest. Other Wights In addition to the wight presented here, many other varieties exist. For example, the covetous cairn wight—ritually created to eternally guard its own wealth or that of its master—haunts barrows, ossuaries, and mausoleums. Unlike other wights, cairn wights can channel their life-draining touch through their melee weapons.
dexterity_modifier
1
hit_points_max
50
hit_points_notes
negative healing
immunities
death effects, disease, paralyze, poison, unconscious
intelligence_modifier
0
intimidation
9
languages
Common, Necril
level
3
npc_type
Creature
perception
10
saving_throws_fortitude
11
saving_throws_reflex
6
saving_throws_will
10
senses
darkvision
size
Medium
speed
25
stealth
6
strength_modifier
4
traits
Undead, Wight
wisdom_modifier
3
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