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Wight ~ CR 3

The flesh of this walking corpse is rotting and putrid, its body skeletal in places and its eye sockets glowing with red light.

Environment: Any

Organization: 1-12


Proficiency Score: +4

Medium; Neutral/Neutral ; humanoid, undead


Armor Class: 17 (+1 Dex, +2 Dodge, +4 Proficiency Score)

Hit Points: 88 (11d8)

Speed: 30 feet

Initiative: +1


STRDEXCONINTWISCHA
14 (+2)12 (+1)11 (+0)13 (+1)15 (+2)

Saves: 

  • Fortitude +0, see Immunities
  • Reflex +1
  • Will +5

Skills †: 

  • Intimidate +6
  • Perception +5
  • Religion +5
  • Stealth +5

Immunities:

  • Effects with the death or psychic tags
  • Ability damage, ability drain, disease, poison, and sleep
  • Enervated, Fatigued, Paralyzed, Persistent Damage, and Stunned conditions
  • Any effects that require a Fortitude save (unless it is applicable to objects)
  • Instant Death

Weaknesses:

  • Effects with the positive tag

Senses: Passive Perception 15, Dark vision 60 feet

Languages †: Common


Individuals. Wights vary widely on their alignment, languages, and skills. Those listed are the most commonly associated with Wights but by no means the rule.

Spawn. A creature with the humanoid tag who gains the Dead Condition because of damage from a Wight becomes a Wight in 1d4 rounds. Such a newly made Wight is less powerful than their creator and suffer disadvantage on all d20 rolls for 30 days. The new Wight is under the command of the one that created them until the creator’s death, at which point they lose their spawn penalties and become a free-willed Wight. New Wights cannot make Wights themselves until they lose the spawn penalties. They do not possess any of the abilities they had in life.

Actions

Fist (1 free hand). Melee Strike +6/+2/-2 (agile, finesse, flurry, free hand, nonlethal optional, unarmed) with 2d4+2 bludgeoning damage and inflicts the Enervated 1 on a failed Fortitude Save (DC 16). The Enervated Condition’s value does not stack from the same Wight.