Wight (CR 3)
Alignment: Always lawful evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +7, and Spot +8
AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Hit Dice: 4d12 (26 hp)
Fort +1, Ref +2, Will +5
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +3
Attack: Slam +3 melee
Full Attack: Slam +3 melee
Damage: Slam 1d4+1 and energy drain
Special Attacks/Actions: Energy drain, create spawn
Abilities: Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Special Qualities: Undead
Skills: Hide +8, Listen +7, Move Silently +16, and Spot +8
Advancement: 5-8 HD (Medium-size)
Climate/Terrain: Any land and underground
Organization: Solitary, gang (2-4), or pack (6-11)
In ages past, the term "wight" meant simply "man." As the years went by, however, the word came to be associated with these dark undead.
A wight's appearance is a weird and twisted reflection of the form it had in life. Wild, frantic eyes burn with malevolence. The leathery, desiccated flesh is drawn tight across its bones, and the teeth have grown into sharp, jagged needles.
Wights lurk in barrow-mounds, catacombs, and other places thick with the aura of death, where they nurture their hatred. They seek to destroy all life, filling graveyards with their victims and populating the world with their horrid progeny.