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    Wight


    The flesh of this walking corpse is rotting and putrid, its body skeletal in places and its eye sockets glowing with red light.

    Wight CR 3

    XP 800
    LE Medium undead
    Init +1; Senses darkvision 60 ft.; Perception +11

    DEFENSE

    AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
    hp 26 (4d8+8)
    Fort +3, Ref +2, Will +5
    Defensive Abilities undead traits
    Weaknesses resurrection vulnerability

    OFFENSE

    Speed 30 ft.
    Melee slam +4 (1d4+1 plus energy drain)
    Special Attacks create spawn, energy drain (1 level, DC 14)

    STATISTICS

    Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
    Base Atk +3; CMB +4; CMD 15
    Feats Blind-Fight, Skill Focus (Perception)
    Skills Intimidate +9, Knowledge (religion) +7, Perception +11, Stealth +16; Racial Modifier +8 Stealth
    Languages Common
    SQ create spawn

    SPECIAL ABILITIES

    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.

    Resurrection Vulnerability (Su)

    A raise dead or similar spell cast on a wight destroys it (Will negates). Using the spell in this way does not require a material component.

    Other Variants

    Brute Wight (CR 5): Giants that are killed by wights become hunchbacked, simple-minded undead. Brute wights are giant advanced wights, but cannot create spawn of their own.

    Cairn Wight (CR 4): Some societies deliberately create these specialized wights to serve as guardians for barrows or other burial sites. A cairn wight is an advanced wight that fights with a weapon, typically a sword, that channels its energy drain attack and affects creatures damaged by the weapon as if they had been struck by the wight's slam attack.

    Dust Wight (+1 CR): Just as wights that rise from the dead in frozen environments can become infused with the dangerous qualities of their harsh environs, dust wights carry in their desiccated, crumbling frames the scorching punishment of the searing desert. These wights are typically found in desert tombs or ruins, and have fiery orange eyes and very little flesh save for leathery scraps clinging to their bones. A dust wight gains DR 5/bludgeoning, and when it hits a foe with its slam attack, causes the creature struck to become dehydrated if this victim fails a Fortitude save (same DC as the wight’s energy drain attack). A dehydrated foe becomes fatigued (or exhausted if already fatigued).

    Frost Wight (CR 4): Wights created in cold environments sometimes become pale undead with blue-white eyes and ice in their hair. Frost wights have the cold subtype and their slam attacks deal 1d6 cold damage in addition to the normal effects. A creature touching a frost wight with natural weapons or unarmed strikes takes 1d6 cold damage.

    Mist Wight (+1 CR): A mist wight can exhale black breath at will as a standard action, creating a 10-foot cube of thick mist that acts as obscuring mist. This tainted air causes living creatures to become fatigued as long as they remain within the mist and for 1 round thereafter. The cloud of mist remains in place for 1 round per HD possessed by the mist wight. Once per day, a mist wight can infuse its breath with the choking stench of the grave, creating an effect identical to a stinking cloud (Fortitude DC 14 negates; the save DC is Charisma-based). Mist wights can sense the subtle intake of breath in creatures around them, and they gain blindsense 60 feet against living creatures who aren’t holding their breath.

    Salt Wight (CR 2): Wights created in particularly dry deserts or in the desiccating confines of salt mines sometimes become shriveled, emaciated undead encrusted with salt crystals. Salt wights have the desiccating touch special attack, which replaces a normal wight’s energy drain attack.

    Desiccating Touch (Su)

    As part of its slam attack, a salt wight draws the water out of its opponent’s body, causing the victim to wither. The target must make a DC 14 Fortitude save or take 1d3 points of Constitution damage.

    Dust Wight and Mist Wight from:

    Pathfinder Campaign Setting: Undead Revisited. © 2011, Paizo Publishing, LLC. Authors: Eric Cagle, Brian Cortijo, Brandon Hodge, Steve Kenson, Hal Maclean, Colin McComb, Jason Nelson, Todd Stewart, and Russ Taylor.

    Salt Wight from:

    Pathfinder Adventure Path #38: Racing to Ruin. © 2010, Paizo Publishing, LLC; Author: Tim Hitchcock.