CREATURE 3
Perception +10; darkvision
Languages Common, Necril
Skills Athletics +11, Intimidation +9, Stealth +6
Str +4 Dex +1 Con +4 Int +0 Wis +3 Cha +2
AC 18; Fort +11, Ref +6, Will +10
HP 50, negative healing; Immunities poison, death effects, disease, paralyze, unconscious
Final Spite Trigger The wight is reduced to 0 Hit Points. Effect The wight makes a Strike before being destroyed. It doesn't gain any temporary HP from drain life on this Strike.
Speed 25 feet
Melee claw +12, Damage 1d6+4 slashing plus drain life
Drain Life (divine, necromancy) When the wight damages a living creature with its claw Strike, the wight gains 3 temporary Hit Points and the creature must succeed at a DC 17 Fortitude save or become drained 1. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of drained 4.
Wight Spawn (divine, necromancy) A living humanoid slain by a wight's claw Strike rises as a wight after 1d4 rounds. This wight spawn is under the command of the wight that killed it. It doesn't have Drain Life or Wight Spawn and becomes clumsy 2 for as long as it is a wight spawn. If the creator of the wight spawn dies, the wight spawn becomes a full-fledged, autonomous wight; it regains its free will, gains Drain Life and Wight Spawn, and is no longer clumsy.
Bestiary, page 332.
Open Wight in the interactive creatures list or browse all creatures starting with W.