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    Wight, Frost

    The pale flesh of this walking corpse is rotting and putrid, its body skeletal in places, ice and frost cling to its hair, and its eye sockets glow with blue-white light.

    Frost Wight
    CR 4
    XP 1200
    LE Medium undead (cold)
    Init +1; Senses darkvision 60 ft.; Perception +11
    DEFENSE
    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 1d6 cold 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, cold
    SPECIAL ABILITIES

    Cold (Su)

    A creature touching a frost wight with natural weapons or unarmed strikes takes 1d6 cold damage.

    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.