Shade
Monster Junkie
Fixed.
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Half-Wight
The only relief for this cheerless existence is the occasional intrusion of living beings. These they attack without parlay or pity, trying to drain the life energies of the victims and make them into pale shadows of wights hemselves.
These pitiful victims are doomed to a long but not eternal existence with the remnants of their spirits bound to their slowly decaying bodies. They do not gain the rock-like skin of their masters because they are never petrified, and eventually they become too decayed to hold together and return to dust. What becomes of their spirits is still a matter of speculation. It is known that slaying such a creature releases its spirit in normal fashion; this has been confirmed with speak to dead spells. But whether the spirits of those half-wights (as they are known) that just finally dissolve are finally allowed to pass to other pastures is still undetermined.
A cleric can turn a half-wight with the same chance he can turn ghouls. The spirit of a half-wight that is slain or dissolves without ever draining a life energy level goes to whatever reward to which he normally would have gone. He can also be raised from the dead by a cleric of sufficient level. However, once the creature has stolen the life energy of a victim, its spirit becomes that of a wight. In effect, the creation of half-wights is the wight reproduction system. Raise dead will no longer work on this victim, though it will destroy the wight spirit.
The half-wight is described thusly:
FREQ uncommon; # APP 1-20; AC 7; MV 12"; HD 2 + 3; % IN LAIR 80; TREAS TYPE nil; # ATT 1; Dmg. 1d3; SA energy drain; SD silver or magic weapons to hit; MAGIC RES as wights; AL LE; Size M; IN average; PSI nil; ATT/DEF MODES nil.
Half-wights have to follow the orders of their creators. Once they have drained an energy level, they become willing wights. If they strike a target, they automatically drain energy. They still have some command of their communication facilities, but wights rarely allow their half-wights who have not drained energy to get to a position where they might warn potential targets.
Originally appeared in REF5 – Lords of Darkness (1989).
Here's the next one...
Half-Wight
The only relief for this cheerless existence is the occasional intrusion of living beings. These they attack without parlay or pity, trying to drain the life energies of the victims and make them into pale shadows of wights hemselves.
These pitiful victims are doomed to a long but not eternal existence with the remnants of their spirits bound to their slowly decaying bodies. They do not gain the rock-like skin of their masters because they are never petrified, and eventually they become too decayed to hold together and return to dust. What becomes of their spirits is still a matter of speculation. It is known that slaying such a creature releases its spirit in normal fashion; this has been confirmed with speak to dead spells. But whether the spirits of those half-wights (as they are known) that just finally dissolve are finally allowed to pass to other pastures is still undetermined.
A cleric can turn a half-wight with the same chance he can turn ghouls. The spirit of a half-wight that is slain or dissolves without ever draining a life energy level goes to whatever reward to which he normally would have gone. He can also be raised from the dead by a cleric of sufficient level. However, once the creature has stolen the life energy of a victim, its spirit becomes that of a wight. In effect, the creation of half-wights is the wight reproduction system. Raise dead will no longer work on this victim, though it will destroy the wight spirit.
The half-wight is described thusly:
FREQ uncommon; # APP 1-20; AC 7; MV 12"; HD 2 + 3; % IN LAIR 80; TREAS TYPE nil; # ATT 1; Dmg. 1d3; SA energy drain; SD silver or magic weapons to hit; MAGIC RES as wights; AL LE; Size M; IN average; PSI nil; ATT/DEF MODES nil.
Half-wights have to follow the orders of their creators. Once they have drained an energy level, they become willing wights. If they strike a target, they automatically drain energy. They still have some command of their communication facilities, but wights rarely allow their half-wights who have not drained energy to get to a position where they might warn potential targets.
Originally appeared in REF5 – Lords of Darkness (1989).