Wights are undead creatures given a semblance of life through sheer violence and hatred. A wight’s appearance is a weird and twisted reflection of the form it had in life.
Wights lurk in barrow-mounds, catacombs, and other places thick with the aura of death, where they nurture their hatred. They seek to destroy all life, filling graveyards with their victims and populating the world with their horrid progeny.
Contents
Wight
This creature resembles a human corpse. Its wild, frantic eyes burn with malevolence. The leathery, desiccated flesh is drawn tight across its bones, and the teeth have grown into sharp, jagged needles.
A wight is about the height and weight of a human.
Combat
A wight’s combat tactics depend on what special powers it has.
Wight

Medium undead
Init +1; Senses darkvision; Perception +9
Defense
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 34 (4d8+16)
Fort +3, Ref +2, Will +5
Vulnerable sunlight sensitivity
Offense
Speed 30 ft.
Melee slam +5 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks varies
Statistics
Str 13, Dex 12, Con — (+4), Int 11, Wis 12, Cha 15
Base Atk +4; CMB +5; CMD 16
Feats Blind-Fight, Skill Focus (Perception)
Skills Intimidate +7, Perception +9, Stealth +14
Languages Common (plus any known in life)
Morale intrepid (+2)
Special Qualities create spawn
Ecology
Environment any
Organization solitary, pair, gang (1d4+2), or pack (1d6+6)
Special Abilities
Sunlight Sensitivity (Su)
Wights cannot tolerate bright light, including sunlight, and avoid it at all costs. When exposed to sunlight, or even a daylight spell, a wight takes a −2 penalty to attack rolls, Perception checks, and any other checks that require vision.
Create Spawn (Su)
Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a −2 penalty on all d20 rolls and checks, as well as −2 hp per HD. Spawn are under the command of the wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights. They do not possess any of the abilities they had in life.
Skills
Wights have a +8 racial bonus to Stealth checks.
Special Powers
Wights have various special powers, which depend on the wight’s abilities and allegiances in life, and the manner in which it died. If the curse is somehow removed, such blades can be powerful weapons in the hands of their new owners.
Combat
A wight champion fights much in the same way as it did when it was a living warrior.
Wight champion

Medium undead
Init +1; Senses darkvision; Perception +11
Defense
AC 24, touch 11, flat-footed 21 (+1 Dex, +9 armor, +4 natural)
hp 59 (7d8+28)
Fort +4, Ref +3, Will +6 (+8 vs. channeled energy)
Defense regeneration 3
Vulnerable sunlight sensitivity
Offense
Speed 30 ft.
Melee +1 greatsword +14/+9 (2d6+10/19–20 vile)
Melee +1 greatsword +12/+7 (2d6+16/19–20 vile) (Power Attack)
Ranged shortbow +9/+4 (1d6+2)
Space 5 ft.; Reach 5 ft.
Special Attacks vile wounding
Statistics
Str 18, Dex 12, Con — (+4), Int 11, Wis 12, Cha 15
Base Atk +7; CMB +11; CMD 22
Feats Blind-Fight, Dazzling DisplayB, Power Attack, Quick DrawB, Shatter DefensesB, Skill Focus (Perception), Weapon Focus (heavy blades)B, Weapon SpecializationB
Skills Intimidate +12, Perception +11, Stealth +12
Languages Common (plus any known in life)
Morale resolute (+4)
Special Qualities create spawn, armor training 2, bravery +2, weapon training 1 (heavy blades)
Ecology
Environment any
Organization solitary, with gang of lesser wights (1d4+2), or with pack of ghouls (1d6+6)
Equipment +1 greatsword, masterwork composite shortbow, quiver with 20 arrows, masterwork full plate armor
Special Abilities
Sunlight Sensitivity (Su)
Wights cannot tolerate bright light, including sunlight, and avoid it at all costs. When exposed to sunlight, or even a daylight spell, a wight takes a −2 penalty to attack rolls, Perception checks, and any other checks that require vision.
Create Spawn (Su)
Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a −2 penalty on all d20 rolls and checks, as well as −2 hp per HD. Spawn are under the command of the wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights. They do not possess any of the abilities they had in life.
Regeneration (Su)
The wight champion has regeneration 3. Positive energy, or damage dealt by holy weapons or effects, stops the wight champion’s regeneration for 1 round.
Vile Wounding (Su)
The wounds inflicted by the wight champion’s cursed blade resist the touch of healing spells. This vile damage cannot be healed by mundane means, nor recovered via rest; it can only be cured by healing magic, and only on consecrated or hallowed ground; and even then, the healing spell succeeds only if the caster makes a successful DC 18 caster level check.
Skills
Wights have a +8 racial bonus to Stealth checks.
Wight necromancer
Wizards who delve too deep into the magic of death sometimes rise as wights.
Combat
A wight necromancer fights in much the same way as a living wizard, except that he can use negative energy to bolster and heal himself.
Wight necromancer

Medium undead
Init +5; Senses darkvision; Perception +7
Defense
AC 15, touch 11, flat-footed 14 (+1 Dex, +5 natural)
hp 59 (7d8+28)
Fort +4, Ref +3, Will +6
Defense regeneration 3
Vulnerable sunlight sensitivity
Offense
Speed 30 ft.
Melee slam +8 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks bolster (6/day; move action, touch undead to grant +2 atk, +2 hp/HD, +2 turn resist, for 3 rounds)
Spells Prepared (necromancy +1 DC)
- 0 (DC 15)—bleedN, detect magic, mage hand, touch of fatigueN
- 1st (DC 15)—cause fearN, feather fall, grease, mage armor, shield, vanish
- 2nd (DC 15)—command undeadN, false lifeN, glitterdust, Reach grease, spectral handN
- 3rd (DC 16)—fly, haste, stinking cloud, vampiric touchN
- 4th (DC 16)—fearN, greater invisibility
Statistics
Str 13, Dex 12, Con — (+4), Int 16, Wis 12, Cha 15
Base Atk +7; CMB +8; CMD 19
Feats Command UndeadB (6/day; DC 15), Preferred Spell (ghoul touchN), Rapid Bolster, Reach SpellB, Scribe ScrollB, Spell Focus (necromancy), Undead Master
Skills Intimidate +8, Perception +7, Spellcraft +13, Stealth +11
Languages Common (plus any known in life), Draconic
Morale intrepid (+2)
Special Qualities create spawn, arcane bond
Ecology
Environment any
Organization solitary, with gang of lesser wights (1d4+2), or with pack of ghouls (1d6+6)
Equipment spellbook, bonded object (staff)
Special Abilities
Arcane Bond (Sp)
Once per day, the wight necromancer can use his bonded object to cast one spell from his spellbook, even if he does not have that spell prepared nor has the spell slot to cast it.
Sunlight Sensitivity (Su)
Wights cannot tolerate bright light, including sunlight, and avoid it at all costs. When exposed to sunlight, or even a daylight spell, a wight takes a −2 penalty to attack rolls, Perception checks, and any other checks that require vision.
Create Spawn (Su)
Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a −2 penalty on all d20 rolls and checks, as well as −2 hp per HD. Spawn are under the command of the wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights. They do not possess any of the abilities they had in life.
Regeneration (Su)
The wight necromancer has regeneration 3. Positive energy, or damage dealt by holy weapons or effects, stops the wight necromancer’s regeneration for 1 round.
Spellbook
- 0 (DC 15)—*
- 1st (DC 15)—N, comprehend languages, expeditious retreat, feather fall, grease, mage armor, sculpt corpseN, shield, vanish
- 2nd (DC 15)—command undeadN, false lifeN, ghoul touchN, glitterdust, spectral handN, web, summon swarm
- 3rd (DC 16)—fly, haste, ray of exhaustionN, stinking cloud, vampiric touchN
- 4th (DC 16)—animate deadN, fearN, greater invisibility
Skills
Wights have a +8 racial bonus to Stealth checks.