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|Hit Dice:||4d12 (26 hp)|
|AC:||15 (+1 Dex, +4 natural)|
|Attacks:||Slam +3 melee|
|Damage:||Slam 1d4+1 and energy drain|
|Face/Reach:||5 ft. by 5 ft./5 ft.|
|Special Attacks:||Energy drain, create spawn|
|Saves:||Fort +1, Ref +2, Will +5|
|Abilities:||Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15|
|Skills:||Climb +5, Hide +8, Listen +8, Move Silently +16, Search +7, Spot +8|
|Climate/Terrain:||Any land and underground|
|Organization:||Solitary, gang (2-5), or pack (6-11)|
|Alignment:||Always lawful evil|
|Advancement:||5-8 HD (Medium-size)|
Create Spawn (Su): Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
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.
Skills: Wights receive a +8 racial bonus to Move Silently checks.
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