{"name":"Wight","level":"3","rarity":"","alignment":"Black","size":"Medium","traits":"Undead, Wight","type":"Undead 3","imageid":"2748721","about":"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.\r\n\r\nAs 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\u2019s 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\u2014those individuals who remind them of the shackles of mortality and whom they feel compelled to \u201cfree\u201d to the state of undeath.\r\n\r\nA 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.\r\n\r\nDurable 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.\r\n\r\nRecall Knowledge - Undead (Religion): DC 18","perception":"[roll:1d20+10 |Expert], Darkvision","languages":"Common, Necril","skills":"Athletics [roll:1d20+11| Expert], Intimidation [roll:1d20+9| Expert], Stealth [roll:1d20+6| Trained]","str_mod":"+4","dex_mod":"+1","con_mod":"+4","int_mod":"0","wis_mod":"+3","cha_mod":"+2","items":"","ac":"18","st_fort":"+11","st_ref":"+6","st_will":"+10","st_notes":"","hp":"50","immunities":"death effects, disease, paralyzed, poison, unconscious, Negative Healing","weaknesses":"","resistances":"","speed":"25 ft","melee":"[pf:1a] [b]claw[\/b][roll:1d20+12|+12] [roll:1d20+7| +7]\/[roll:1d20+2| +2] (agile), Damage [roll:1d6+4| slashing plus drain life]","ranged":"","abilities":"[ul][li][pf:ra] [b]Final Spite[\/b] [b]Trigger[\/b] The cairn wight is reduced to 0 Hit Points; [b]Effect[\/b] The cairn wight makes a Strike before being destroyed. It doesn't gain any temporary HP from drain life on this Strike.[\/li]\r\n[li][pf:fa] [b]Wight Spawn[\/b] (divine, necromancy) A living humanoid slain by a wight's claw strike rises as a spawned wight after 1d4 rounds. This spawned wight is under the command of the cairn wight that killed it. It doesn't have drain life or wight spawn and is clumsy 2 for as long as it is a spawned wight. If its creator dies, the spawned wight becomes a full-fledged, autonomous cairn wight; it regains its free will, gains drain life and cairn wight spawn, and is no longer clumsy.[\/li]\r\n[li][pf:fa] [b]Drain Life[\/b] (divine, necromancy) When the cairn wight damages a living creature with a melee Strike, using an unarmed attack or its bound weapon, the cairn wight gains 5 temporary Hit Points and the creature must succeed at a DC 17 Fortitude save or become drained 1. Further damage dealt by the cairn wraith increases the drained condition value by 1 on a failed save, to a maximum of drained 4.[\/li]\r\n","spells":"","rituals":"","description":"","jsondata":"","tags":"Black, Medium, Undead 3, Wight","templateId":"5003","blockId":"855168","world":"f10ab956-7990-4a3e-8e28-6ffb37472cda","folder":"","isShared":"on"}