WOTC R&D, Dragon #300

A wight's appearance is a weird and twisted reflection of the form it had in life. Its wild, frantic eyes burn with malevolence. Its leathery, desiccated flesh is drawn tight across its bones, and its teeth have grown into sharp, jagged needles.

Wights lurk in barrow-mounds, catacombs, and other places the thick with the aura of death where they nurture their hatred. They seek to destroy all life, filling grave yards with their victims and populating the world with their horrid progeny.

Creating a Wight

"Wight" is a template that can be added to any corporeal creature except constructs, oozes, and undead, refered to hereafter as the "base creature"). Creatures with this template have their type changed to "undead" It uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Change to d12

AC: The base creature's natural armor increases by +4.

Damage: The base creature's natural and manufactured weapons deal damage normally. In addition, one of the base creature's natural attacks now causes energy drain. If the base creature does not have a better natural attack, it gains a slam attack that deals damage based on the creature's size:


Special Attacks: A wight retains the base creature's special attack and gains those listed below. Saves have a DC of 10 +1/2 the wight's HD + the wight's Charisma modifier unless noted otherwise.

Energy Drain (Su): Living creatures hit by the wight's level-draining natural attack receive 1 negative level. Determine the Fortitude save to remove the negative levels as stated above.

Create Spawn (Su): Any humanoid slain by a wight's energy drain becomes a wight within 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They gain the wight template.

Special Qualities: A wight retains all the base creature s special qualities and gains those listed below

Undead: Immune to mind-influencing effects, poison, sleep paralysis, stunning. and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Saves: Same as the base creature.

Abilities: Increase from base creature as follows: +2 Strength, +2 Dexrerity, +2 Wisdom, and +4 Charisma. Being undead, a wight has no Constitution score.

Skills: Same as the base creature.

Feats: Same as the base creature

Climate Terrain: Any

Organization: Solitary, gang (2-5), or pack (6-11)

Challenge Rating: Same as the base creature +2

Treasure: Same as base creature

Alignment: Usually lawful evil

Advancement: Same as base creature

ECL: +4

Sample Wight: Troglodyte Wight.

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