Wyrds can be harmed only be silver or magical weapons. Being undead, they move silently and are immune to poison and to sleep, charm, and hold spells.
Like the lesser wyrd, the greater wyrd can be hit only by magical or silver weapons and is immune to poison and to sleep, charm, and hold spells.
This more hideous variety of wyrd, created when an undead spirit occupies the body of an exceptionally high-level elf, is justifiably feared.
Any creature viewing a greater wyrd must make a successful saving throw vs. spell or be stricken with a dreadful chill that causes a -3 penalty to all attack and damage rolls when fighting the wyrd (successful attacks always inflict at least 1 point of damage). The penalty remains in force until the greater wyrd is destroyed, until the next sunrise, or until the victim receives a remove curse spell from a caster of at least 9th level. The victim, however, is still vulnerable and must roll another saving throw if the greater wyrd appears again, whereas those who make successful saving throws when first confronting the wyrd are immune to the effect until the next sunset.
A greater wyrd’s globes glow a sickly green. They explode for 1d10 points of damage when they hit, and the victim must make a successful saving throw vs. paralyzation or be paralyzed for 2d4 turns (elves suffer 1d10+5 points of damage from each globe but are immune to the paralyzation effect).
What's a wight's racial bonus on Move Silently? +4 or +8?