Wight: Difference between revisions

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m (Text replacement - " <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | Role-Only--Replace-Sneak-Power--Concentration" to " <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or...)
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   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 6
| Max-CR = 14


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->


   }}</onlyinclude>
   }}</onlyinclude>
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| Restrict-Role-Skirmisher =  
| Restrict-Role-Skirmisher =  
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm =
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
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| Description | Wights are another type of undead that resemble zombies, but like Mohrgs, Wights have the burning light of intelligence in their eyesockets.
| Description | 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.
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 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 can attack in daylight, or from underwater, and are known to do both, although they seem to prefer the cover of darkness.  Their gaze can draw you toward them, your body moving of its own accord, and their bites are truly terrible, eating away at both flesh...and the very essence of life.
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 can attack in daylight, or from underwater, and are known to do both, although they seem to prefer the cover of darkness.  Their gaze can draw you toward them, your body moving of its own accord, and their bites are truly terrible, eating away at both flesh...and the very essence of life.
   }}</onlyinclude>
   }}</onlyinclude>


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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Undead
| Type | Undead
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |  
| Subtype |  
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (? damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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| Str = 20
| Str = 20
| Dex = 14
| Dex = 14
| Con = -
| Con = 0
| Int = 14
| Int = 14
| Wis = 14
| Wis = 14
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<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->


<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




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   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->


| Ability-1-Action-Required =  
| Ability-1-Action-Required = Automatic upon successful attack
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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| Ability-1-Description = Wights can inflict [[Essence Omission]], a terrible form of attack indeed.  Wight's Bite, as well as their ranged Wight's Sight attack, can each drain the memories and life experiences from a struck victim.  The target must make a Fort saving throw versus a DC of {{Save-DC}} or suffer 1 point of Essence Omission every time they are successfully bitten or struck by Wight's Sight.
| Ability-1-Description = Wights can inflict [[Essence Omission]], a terrible form of attack indeed.  Wight's Bite, as well as their ranged Wight's Sight attack, can each drain the memories and life experiences from a struck victim.  The target must make a Fort saving throw versus a DC of {{Save-DC}} or suffer 1 point of Essence Omission every time they are successfully bitten or struck by Wight's Sight.


: Wight's Smite does not cause Essence Omission, regardless of whether it hits or misses.
Wight's Smite does not cause Essence Omission, regardless of whether it hits or misses.




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   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-2-Action-Required =  
| Ability-2-Action-Required = Swift Action 1/Enc
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
Line 1,374: Line 1,364:


| Role-Only--Replace-Sneak-Power--Description =  
| Role-Only--Replace-Sneak-Power--Description =  
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =


     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
Line 1,407: Line 1,451:
| CombatTactics = 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 is killed outright or merely falls in, and if they do, the feast begins.   
| CombatTactics = 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 is killed outright or merely falls in, and if they do, the feast begins.   


:In all cases, Wights want to use their bite attacks or the ray attacks from their eyes to inflict essence omission to weaken their opponents quickly.  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.
In all cases, Wights want to use their bite attacks or the ray attacks from their eyes to inflict essence omission to weaken their opponents quickly.  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  and Eyes Like Lamps 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.
Wights are also smart enough to realize that their Wight Sight  and Eyes Like Lamps 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.








<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = Wights are highly prized minions for more powerful undead, as a properly cowed Wight is essentially the horrible, dead, monster version of a cleric.  As such, even quite powerful intelligent Undead such as Vampires, Liches, Mummies, and even greater and more terrible things, may have a few lowly Wights around, just for the utility.  Of course, Wights suffer the Hunger, so keeping them cowed can be difficult, but such horrendous fiends usually manage quite well.
| OutOfCombat = Wights are highly prized minions for more powerful undead, as a properly cowed Wight is essentially the horrible, dead, monster version of a cleric.  As such, even quite powerful intelligent Undead such as Vampires, Liches, Mummies, and even greater and more terrible things, may have a few lowly Wights around, just for the utility.  Of course, Wights suffer the Hunger, so keeping them cowed can be difficult, but such horrendous fiends usually manage quite well.


:Wights are rarely found with weaker undead, seeing them as competitors for all that delicious life-force out there. Wights are, oddly enough, very capable at wrecking Skeletons, and will usually drive any such monsters in their territory away, or leave them as moldering wreckage.  
Wights are rarely found with weaker undead, seeing them as competitors for all that delicious life-force out there. Wights are, oddly enough, very capable at wrecking Skeletons, and will usually drive any such monsters in their territory away, or leave them as moldering wreckage.  


:On their own, Wights are always, endlessly, eternally hungry and thus are always on the hunt for more victims.  They are intelligent enough to know they should vary their hunting range, and as a result, it is not unusual to find bands of wights 'on the road', as they migrate to new territory, outrunning the mobs the living have raised to burn them out.  
On their own, Wights are always, endlessly, eternally hungry and thus are always on the hunt for more victims.  They are intelligent enough to know they should vary their hunting range, and as a result, it is not unusual to find bands of wights 'on the road', as they migrate to new territory, outrunning the mobs the living have raised to burn them out.  




:{{UndeadImmortality
{{UndeadImmortality


| Time = Week
| Time = Week

Latest revision as of 21:35, 4 February 2023

Wight (CR 9)

Pure Evil - Medium - Undead
Lore: Know (Religion)
17 31
Basic DC Full DC
Initiative
Initiative Icon 2.png
14
Perception:
26 +16
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
27
Man Def
Shield Icon 3.png
25
Monster Health
178 89 14
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +4
Refl: +6
Will: +11

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+15
Sword Icon 3.png
Man Off
+13
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • 1x Wight's Sight +19 vs. AC (always hits on a 17+ on the die) (2d10+12/x2)
    as negative (energy, uncommon)
    (Increment: 50 ft.; Max Range: 50 ft.)
    plus: Essence Omission

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

20
STR
14
DEX
CON
14
INT
14
WIS
16
CHA

Skills:

Languages: Common, Necril, One language they knew before death

Feats:

Special Abilities

Essence Omission (Su) Automatic upon successful attack

Wights can inflict Essence Omission, a terrible form of attack indeed. Wight's Bite, as well as their ranged Wight's Sight attack, can each drain the memories and life experiences from a struck victim. The target must make a Fort saving throw versus a DC of 19 or suffer 1 point of Essence Omission every time they are successfully bitten or struck by Wight's Sight.

Wight's Smite does not cause Essence Omission, regardless of whether it hits or misses.

Eyes Like Lamps (Sp) Swift Action 1/Enc

Wights have a negative (energy, uncommon) energy damage ranged attack with their eyes, but almost as 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, dealing 2d8+8 points of negative (energy, uncommon) damage to the living, healing undead in the area for the same amount, and all enemy creatures caught in the effect are pulled three squares toward the wight. As all forced movement, this does not provoke attacks of opportunity, and 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 Caster Check to concentrate is ever required.

Wight

Wight

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 can attack in daylight, or from underwater, and are known to do both, although they seem to prefer the cover of darkness. Their gaze can draw you toward them, your body moving of its own accord, and their bites are truly terrible, eating away at both flesh...and the very essence of life.

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 is killed outright or merely falls in, and if they do, the feast begins.

In all cases, Wights want to use their bite attacks or the ray attacks from their eyes to inflict essence omission to weaken their opponents quickly. 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 and Eyes Like Lamps 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.

Out of Combat

Wights are highly prized minions for more powerful undead, as a properly cowed Wight is essentially the horrible, dead, monster version of a cleric. As such, even quite powerful intelligent Undead such as Vampires, Liches, Mummies, and even greater and more terrible things, may have a few lowly Wights around, just for the utility. Of course, Wights suffer the Hunger, so keeping them cowed can be difficult, but such horrendous fiends usually manage quite well.

Wights are rarely found with weaker undead, seeing them as competitors for all that delicious life-force out there. Wights are, oddly enough, very capable at wrecking Skeletons, and will usually drive any such monsters in their territory away, or leave them as moldering wreckage.

On their own, Wights are always, endlessly, eternally hungry and thus are always on the hunt for more victims. They are intelligent enough to know they should vary their hunting range, and as a result, it is not unusual to find bands of wights 'on the road', as they migrate to new territory, outrunning the mobs the living have raised to burn them out.


Immortality
Many undead creatures, such as this one, cannot be killed by normal means. It will lie shattered and dormant for a few days, possibly a week, before rising again to seek to rid the world of life. The creature will naturally regenerate its injuries during this time, even regrowing lost limbs. The consumption of fresh blood speeds this recovery considerably, assuming the creature has enough motor functions to feed itself (or be fed). Permanently killing the creature is a fairly simple matter, however — just cut off its head. Resurrection spells will also kill it, though they will not restore the original soul back to its corpse. The body is too corrupted to serve as a suitable vessel for a soul, so only spells or abilities that can resurrect a creature whose body has been completely destroyed (e.g. True Resurrection (Cleric Spell)) will restore the original owner back to life (assuming there was ever an 'original owner' to begin with). This creature will never age, nor does it require sleep, food, or even air to breathe (though not doing these things is distinctly uncomfortable).

Rewards

XP: 6,400

Treasure: Sellable Goods worth 5,125 gp.

Weight: 90 lbs.     Volume: 3.6 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)