bfrpg
bfrpg| Number appearing | 1d6, Wild 1d8, Lair 1d8 |
|---|---|
| Armor class | 15 (s) |
| Move | 30' |
| Hit dice | 3* |
| Treasure type | B |
| Damage per attack | 1 touch (Energy drain (1 level)) |
| Morale | 12 |
A wight's appearance is a weird and twisted reflection of the form it had in life. A wight is about the height and weight of a human. Wights do not possess any of the abilities they had in life.
If a wight touches (or is touched by) a living creature, that living creature suffers one level of energy drain (as described in the Encounter section). No saving throw is allowed. Striking a wight with a weapon does not count as "touching" it.
Any humanoid slain by a wight becomes a wight by the next sunset (but not less than 12 hours later). Wight spawn are under the command of the wight that created them and remain enslaved until its death.
Like all undead, wights may be Turned by Clerics and are immune to sleep, charm and hold magics. Wights are harmed only by silver or magical weapons, and take only half damage from burning oil.
Special Abilities
Energy Drain — If a wight touches (or is touched by) a living creature, that living creature suffers one level of energy drain. No saving throw is allowed. Striking a wight with a weapon does not count as 'touching' it.
Create Spawn — Any humanoid slain by a wight becomes a wight by the next sunset (but not less than 12 hours later). Wight spawn are under the command of the wight that created them and remain enslaved until its death.
Undead Immunities — May be Turned by Clerics. Immune to sleep, charm and hold magics.
Weapon Resistance — Harmed only by silver or magical weapons, and take only half damage from burning oil.
osric
osric| Frequency | Uncommon |
|---|---|
| Number appearing | 2d8 |
| Armor class | 5 |
| Move | 120-ft |
| Hit dice | 4+3 |
| % in lair | 70% |
| Treasure type | 1d8×1,000 cp (50%); 1d6×1,000 sp (25%); 1d4×1,000 ep (25%); 1d3×1,000 gp (25%); 1d8 gems (30%); 1d4 jewellery (20%); 1 magic item (sword, armour, or miscellaneous magic) (10%) |
| Damage per attack | 1d4+level drain |
| Special attacks | Level drain |
| Special defenses | Silver or magic weapon required to hit; spell immunities |
| Magic resistance | Standard |
| Intelligence | Average |
| Alignment | Lawful evil |
| Size | Man-sized |
Wights are undead corpses risen with a twisted intelligence. Their undead power is linked to the negative material plane, and thus they permanently drain a level of experience from victims when they score a hit in combat. Although they are not damaged by sunlight, they loathe the rays of the sun and do not emerge by choice from their barrows and lairs during daylight. A human killed by a wight becomes a wight under the control of its maker.
Special Abilities
Level drain — Permanently drain a level of experience from victims when they score a hit in combat.
Spell immunities — Immune to sleep, hold, cold, and enchantment spells.
Vulnerability to holy water — Take 2d4 points of damage from holy water (per vial).
Vulnerability to raise dead — Destroyed by the casting of a raise dead spell.
Create wight — A human killed by a wight becomes a wight under the control of its maker.
Sunlight aversion — Although they are not damaged by sunlight, they loathe the rays of the sun and do not emerge by choice from their barrows and lairs during daylight.