As we’ve all known since 1st edition,
wight used to mean person but now refers to a type of evil undead. Much like the mummy, the wight was given some extra treatment in
Van Richten’s Guide to the Walking Dead, along with other relatively minor corporeal undead—skeletons, zombies, ghouls, and revenants. There, wights were “the restless dead,” alongside the “obedient undead” and the “hungry undead.” Sadly, the wraith—which will be covered in the next template—didn’t get any sort of similar benefits. Maybe if Sword & Sorcery hadn’t ended their Ravenloft line, there would have been a
Van Richten’s Guide to Phantoms or something which would have covered wraiths, shadows, specters, and other such incorporeal undead.
Speaking of Ravenloft, the 3e Ravenloft monster book has dread wights (any Ravenloft-specific version of a core monster is a “dread” whatever) and “greater dread wights,” but dread wights are merely ogres, trolls, hill giants, and other “small” giants who got… wighted out. (sorry) The
weird thing is that they didn’t bother to come up with templates for any sort of wight. You’d think it’d be just as easy as coming up with two different statblocks,
especially considering that giants aren’t really common at all in the Domains of Dread.
Anyway, the wight. Why is it not immune to poison damage? Is this a reference to something? I know that Level Up just wanted to use the OGL monsters with extra actions, but I really wish they had corrected minor bits of weirdness like this (and like the dread knight not being resistant to normal weapons).
Wight (Template)
The Risen Dead, Dragon Magazine #300
Creature by Wizards of the Coast R&D
“Wight” is a template that can be added on any beast giant, humanoid, monstrosity, or plant. It regains all of the statistics of the base creature except as noted below.
Type. The wight’s type changes to undead. It loses any other tags it had.
Attributes. The wight’s Strength and Charisma increase by 2 (maximum of 30).
Resistances. The wight is resistant to cold and necrotic damage and damage from nonmagical, non-silvered weapons.
Senses. If the base creature didn’t have darkvision, then it gains darkvision to 60 feet.
Cold Aura. A creature that starts its turn grappled by the wight, touches it, or hits it with a melee attack while within 5 feet takes 3 (1d6) cold damage. A creature can take this damage only once per turn. If the wight has been subjected to fire damage since its last turn, this trait doesn’t function.
Bonus Action: Life Drain. The wight makes a melee attack against one creature within range. On a hit, the target takes necrotic damage depending on the base creature’s CR:
CR 4 or lower: 4 (1d8) necrotic damage
CR 5 – 16: 9 (2d8) necrotic damage
CR 17 – 22: 18 (4d8) necrotic damage
CR 23 or higher: 27 (6d8) necrotic damage
The target must make a Constitution saving throw (DC = 8 + the wight’s PB + the wight’s Constitution modifier). On a failure, the target takes a level of strife and its hit point maximum is reduced by an amount equal to the necrotic damage dealt. The reduction lasts until the target finishes a long rest. A beast, giant, humanoid, monstrosity, or plant reduced to 0 hit points by this attack dies. Its corpse rises 24 hours later as a zombie under the wight’s control.
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Undead Nature. A wight doesn’t require air, sustenance, or sleep.
Action: Seize. The wight makes a melee attack against one creature within range. On a hit, it inflicts cold damage and the target is grappled. Until this grapple ends, the target is restrained and the only attack the wight can make is Life Drain against the grappled target. The amount of cold damage depends on the base creature’s CR:
CR 4 or lower: 3 (1d6) necrotic damage
CR 5 – 16: 7 (2d6) necrotic damage
CR 17 – 22: 10 (3d6) necrotic damage
CR 23 or higher: 14 (4d6) necrotic damage
Variant: King-Wight
Remember how Tom Moldvay did those great articles on different types of undead? Well, back in #198, he created the king-wight and wraith-king. So here’s me template-ifying it
This template can be placed on any creature that has the Wight template and is CR 5 or higher. It regains all of the statistics of the base wight except as noted below.
Resistances. The wight is resistant to lightning damage.
Immunities. The wight is immune to cold and necrotic damage and to the charmed, confused, and frightened conditions.
Attributes. The king-wight’s Strength increases by 4 and its Charisma increases by 2.
Draining Attack. When the king-wight scores a critical hit with a weapon attack, it inflicts additional necrotic damage equal to twice its Charisma modifier (minimum 1 point), and the target’s hit point maximum is reduced by an amount equal to the necrotic damage dealt. The reduction lasts until the target finishes a long rest. A beast, giant, humanoid, monstrosity, or plant reduced to 0 hit points by this attack dies. Its corpse rises 24 hours later as a wight under the king-wight’s control.
Action: Befuddling Gaze. The king-wight targets a creature within 60 feet. The target must make a Wisdom saving throw (DC = 8 + the king-wight’s PB + the king-wight’s Charisma modifier) or be confused for 1 minute. On a successful saving throw, the target is rattled until the end of its next turn. At the end of each of tis turns, and whenever it takes damage, a confused target may make a new saving throw, ending the effect on itself on a success.
Altered Action: Life Drain. A creature whose hit point maximum is reduced to 0 by the king-wight’s Life Drain rises 24 hours later as a wight under the king-wight’s control.
Variant: Salient Powers
Van Richten’s Guide to the Walking Dead recommends that a restless dead have one power for each point of Charisma bonus, plus one for every 8 Hit Dice it has. Myself, I'd ignore the math and give it maybe one or two powers, and only if the undead is going to be a major player, or at least a named NPC.
These powers can be granted (or exchanged with an existing power) to revenants and other corporeal undead of in the CR 3-10 range (although feel free to give these powers to higher CR or incorporeal undead as well, if you want). That includes the
ankou,
bloody bones,
ghulah, and even the
lhiannan shee from my first Bestiary and the
angreden,
hangman, and
visceraith from this one.
Action: Death Glare (Gaze; Recharge 6). One creature within 30 feet of the wight must make a Wisdom saving throw (DC = 8 + the wight’s PB + the wight’s Charisma modifier). On a failure, the creature drops to 0 hit points. On a success, the creature takes psychic damage equal to the amount of damage it inflicts with its Life Drain.
Action: Diseased Breath (Recharge 6). The wight expels a cloud of pestilence in a 15-foot cone. Each creature in that area must make a Constitution saving throw (DC = 8 + the wight’s PB + the wight’s Constitution modifier) or contract a disease chosen by the Narrator from the options in the
contagion spell.
Dire Enmity. Due to events in its life or surrounding its death, the wight feels a particular hatred for a specific type of creature. This may be based on creature type, character class, or even non-class profession or appearance. The wight gains a d4 expertise die on attack rolls made against creatures of that type.
Face Graft. The wight is proficient in Deception. It can spend 30 minutes carefully removing the face from a creature it has killed, then place it over its own face. For the next 1d4+2 days, the wight looks and sounds exactly like the dead creature. After the third day, the face begins to rot and the disguise begins failing. At this point, an observer can make a Perception check against the wight’s passive Deception to see through the graft.
Foul Drain. When the wight inflicts necrotic damage to a creature with its Life Drain, the target becomes diseased. At the end of each hour, the diseased creature must make a Constitution saving throw (DC = 8 + the wight’s PB + the wight’s Constitution modifier). On a failure, the creature takes necrotic damage equal to half the wight’s PB, and its hit point maximum is reduced by that amount. The creature dies if this reduces its hit point maximum to 0. This damage continues until the creature is targeted by a
lesser restoration or similar spell. A beast, giant, humanoid, monstrosity, or plant reduced to 0 hit points by this attack dies. Its corpse rises 24 hours later as a zombie under the wight assassin’s control.
Bonus Action: Frightful Aura. Creatures within a specific distance of the wight must make a Wisdom saving throw (DC = 8 + the wight’s PB + the wight’s Charisma modifier) or become frightened until the end of the wight’s next turn. The distance depends on the wight’s CR:
CR 4 or lower: 10 feet
CR 5 – 16: 30 feet
CR 17 – 22: 60 feet
CR 23 or higher: 90 feet
Action: Haunting Lament (1/day). The wight emits a disturbing chant, haunting song, or other terrifying song. Each creature within 30 feet of the wight who can hear it recall the most disturbing or sorrowful thing they have ever encountered and must make a Wisdom saving throw (DC = 8 + the wight’s PB + the wight’s Charisma modifier). On a failure, the creature is frightened for 1 minute and takes 1 level of strife. On a success, the creature is rattled for 1 minute and doesn’t take any strife. A frightened creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.
Action: Hellish Laughter (1/day). The wight emits maniacal laughter. Each creature within 30 feet of the wight who can hear it must make a Wisdom saving throw (DC = 8 + the wight’s PB + the wight’s Charisma modifier) or be overcome by laughter for 1 minute, as if targeted by the
hideous laughter spell. The creature falls prone, becomes incapacitated, and can’t spell. At the end of each of the creature’s turns, and whenever it takes damage, it may make a new saving throw, ending the effect on itself on a success.
Life Drinker. When the wight inflicts necrotic damage to a creature with its Life Drain, it regains hit points equal to half the necrotic damage inflicted.
Action: Paralyzing Glare (Gaze; Recharge 6). One creature within 40 feet of the wight must make a Wisdom saving throw (DC = 8 + the wight’s PB + the wight’s Charisma modifier). On a failure, the creature is paralyzed for 1 minute. On a success, the creature is rattled for 1 minute. A creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.
Action: Shadow Self. The wight can detach its shadow from itself and send it off. It has the statistics of an undead
shadow, and the wight can use its action to see and hear through the shadow, although while doing so, it is blinded and deafened with regards to its own surroundings. The wight and shadow share a telepathic bond with a range of 100 feet. If the shadow is destroyed, the wight will produce a new shadow in 24 hours.
Unerring Hunter. The wight is proficient in Survival and has advantage on Survival checks made to track a creature it has previously spoken to or wounded. In the base creature is already proficient in Survival, it gains a +d6 expertise die in it.
Undying. If defeated in combat, the wight returns in 1d4 days. It can only be permanently put to rest if
remove curse is cast over its corpse.
Unholy Aura. The wight and all allied undead within 30 feet of it have advantage on saving throws to avoid being turned.
Trackless Step. The wight leaves no sign of its passage.
--
The following uses an assassin as the base creature
Wight Assassin
Medium humanoid; Challenge 7 (2,300 XP)
AC 16 (leather brigadine)
HP 97 (15d8+30; bloodied 48)
Speed 35 ft.
STR 12 (+1)
DEX 16 (+3)
CON 14 (+2)
INT 12 (+1)
WIS 12 (+1)
CHA 14 (+2)
Proficiency +3;
Maneuver DC 14
Saving Throws Dex +6, Int +4, Wis +4
Skills Acrobatics +6 (+1d6), Deception +4 (+1d6), Perception +4, Stealth +6 (+1d6)
Damage Resistances cold, necrotic; damage from nonmagical, non-silvered weapons
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages any two
Assassinate. During the first turn of combat, the wight assassin has advantage on attack rolls against any creature that hasn’t acted. On a successful hit, each creature of the assassin’s choice that can see the assassin’s attack is rattled until the end of the assassin's next turn.
Cold Aura. A creature that starts its turn grappled by the wight assassin, touches it, or hits it with a melee attack while within 5 feet takes 3 (1d6) cold damage. A creature can take this damage only once per turn. If the wight assassin has been subjected to fire damage since its last turn, this trait doesn’t function.
Dangerous Poison. As part of making an attack, the wight assassin can apply a dangerous poison to its weapon (included below). The wight assassin carries 3 doses of this poison. A single dose can coat one melee weapon or up to 5 pieces of ammunition.
Evasion. When the wight assassin makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure.
Life Drinker. When the wight inflicts necrotic damage to a creature with its Life Drain, it regains hit points equal to half the necrotic damage inflicted.
Sneak Attack (1/Turn). The wight assassin deals an extra 21 (6d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the assassin’s target is within 5 feet of an ally of the wight assassin while the wight assassin doesn’t have disadvantage on the attack.
Sunlight Sensitivity. While in sunlight, the wight assassin has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Trackless Step. The wight leaves no sign of its passage.
Undead Nature. A wight assassin doesn’t require air, sustenance, or sleep.
Actions
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6+3) piercing damage plus 10 (3d6) poison damage.
Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target.
Hit: 6 (1d6+3) piercing damage plus 10 (3d6) poison damage.
Seize. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (2d6) cold damage and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained and the only attack the wight assassin can make is Life Drain against the grappled target.
Bonus Actions
Cunning Action. The wight assassin takes the Dash, Disengage, Hide, or Use an Object action.
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (2d8) necrotic damage, and the target must make a DC 13 Constitution saving throw. On a failure, the target takes a level of strife and its hit point maximum is reduced by an amount equal to the necrotic damage dealt. The reduction lasts until the target finishes a long rest. A beast, giant, humanoid, monstrosity, or plant reduced to 0 hit points by this attack dies. Its corpse rises 24 hours later as a zombie under the wight assassin’s control.
Rapid Attack. The wight assassin attacks with its shortsword.