ability_mods:
  cha_mod: 2
  con_mod: 4
  dex_mod: 1
  int_mod: 0
  str_mod: 4
  wis_mod: 3
ac: 18
ac_special: null
alignment: LE
automatic_abilities:
- action_cost: Reaction
  critical_failure: null
  critical_success: null
  description: null
  effect: The wight makes a Strike before being destroyed. It doesn't gain any temporary
    HP from drain life on this Strike.
  effects: null
  failure: null
  frequency: null
  full_description: null
  generic_description: null
  name: Final Spite
  range: null
  raw_description: '**Final Spite** [Reaction] **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.'
  requirements: null
  success: null
  traits: null
  trigger: The wight is reduced to 0 Hit Points.
description: 'Wights are undead humanoids that, much like wraiths, can drain the life
  from living creatures with but a touch. They arise as a result of necromantic rituals,
  especially violent deaths, or the sheer malevolent will of the deceased.




  As many types of wights exist as types of people from which they might be created.
  Hulking brutes, skittering sneaks, and cunning tinkers all make for different wights
  with different niches to fill. Environment, too, plays a part in determining a wight''s
  special abilities and defenses. Frost wights, for instances, can be found in the
  parts of the world where exposure is a common end. Regardless, wights typically
  haunt burial grounds, catacombs, or other places of the dead. But their hunger is
  targeted toward the living—those individuals who remind them of the shackles of
  mortality and whom they feel compelled to "free" to the state of undeath.




  A single wight can wreak a lot of havoc if it is compelled to rise from its tomb.
  Because creatures slain by wights become wights as well, all it takes is a single
  wight and a handful of unlucky graveyard visitors to create a veritable horde of
  these undead. Thus, canny priests and adventurers know that the best solution to
  a wight problem is swift and total eradication. Care must be taken, though, to destroy
  wight spawn before attempting to destroy the parent wight, for spawn without a master
  gain the ability to create spawn of their own.




  Durable and sustained as they are by negative energy, wights can last in harsh environments
  without decaying the way some lesser undead do. They might dwell in high mountain
  passes, sealed passageways, or submerged in bogs or lakes for decades or even centuries
  before the passage of an unsuspecting traveler rouses them from their rest.




  **__Recall Knowledge - Undead__ (__Religion__)**: DC 18'
hp: 50
hp_misc: negative healing
immunities:
- death effects
- disease
- paralyze
- poison
- unconscious
items: null
languages:
- Common
- Necril
level: 3
melee:
- action_cost: One Action
  damage:
    formula: 1d6+4
    type: slashing
  name: claw
  plus_damage:
  - formula: null
    type: drain life
  to_hit: 12
  traits: null
name: Wight
perception: 10
proactive_abilities:
- action_cost: None
  critical_failure: null
  critical_success: null
  description: 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__
  effect: null
  effects: null
  failure: null
  frequency: null
  full_description: null
  generic_description: null
  name: Drain Life
  range: null
  raw_description: '**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__'
  requirements: null
  success: null
  traits:
  - divine
  - necromancy
  trigger: null
- action_cost: None
  critical_failure: null
  critical_success: null
  description: 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__.
  effect: null
  effects: null
  failure: null
  frequency: null
  full_description: null
  generic_description: null
  name: Wight Spawn
  range: null
  raw_description: '**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__.'
  requirements: null
  success: null
  traits:
  - divine
  - necromancy
  trigger: null
ranged: null
rarity: Common
resistances: null
ritual_lists: null
saves:
  fort: 11
  fort_misc: null
  misc: null
  ref: 6
  ref_misc: null
  will: 10
  will_misc: null
sense_abilities: null
senses:
- Perception +10
- darkvision
size: Medium
skills:
- bonus: 11
  misc: null
  name: 'Athletics '
- bonus: 9
  misc: null
  name: 'Intimidation '
- bonus: 6
  misc: null
  name: 'Stealth '
source:
- abbr: Bestiary
  page_start: 332
  page_stop: null
speed:
- amount: 25
  type: Land
spell_lists: null
traits:
- LE
- Medium
- Undead
- Wight
type: Creature
weaknesses: null
