3e SRD:Wight

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Wight

Size/Type: Medium Undead
Hit Dice: 4d12 (26 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
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
Special Qualities: Undead
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
Feats: Blind-Fight
Climate/Terrain: Any land and underground
Organization: Solitary, gang (2-5), or pack (6-11)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful evil
Advancement: 5-8 HD (Medium-size)


Combat

Energy Drain (Su): Living creatures hit by a wight's slam attack receive one negative level. The Fortitude save to remove the negative level has a DC of 14.

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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