Difference between revisions of "Wight"

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(Created page with "{{template:Creature |NAME=Wight |PORTRAIT=Placeholderperson.png |DANGER RATING= |TYPE=Greater Undead |SIZE=Average |TERRAIN=Swamps/Any }} '''Wights'' have 6 HP, take double da...")
 
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'''Wights'' have 6 HP, take double damage from Holy sources and cast curse on damage causing hits.
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'''Wights''' have 6 HP, take double damage from Holy sources and cast curse on damage causing hits.
 
==Basics and Relations==
 
==Basics and Relations==
 
More akin to the ghoul than the banshee, wights amble about crypts and battlegrounds with their erratic gait, seemingly drawn to the stench of dead and post-violence. The most malevolent of the Shade family, wights are driven to assault regardless of the foe. Decrepit skin stretches taut over the frame of the undead, as their dull eyes appear to be unseeing, rolling around useless in their decaying skulls, wights act on instinct. Dressed in what they have risen with, wights’ ragged garb differ from one to the other, though their hunger for malevolence is shared by the genus. The most commonly sighted of the Shade family, wights have been seen accompanying mummies, proving most curious, and deadly.
 
More akin to the ghoul than the banshee, wights amble about crypts and battlegrounds with their erratic gait, seemingly drawn to the stench of dead and post-violence. The most malevolent of the Shade family, wights are driven to assault regardless of the foe. Decrepit skin stretches taut over the frame of the undead, as their dull eyes appear to be unseeing, rolling around useless in their decaying skulls, wights act on instinct. Dressed in what they have risen with, wights’ ragged garb differ from one to the other, though their hunger for malevolence is shared by the genus. The most commonly sighted of the Shade family, wights have been seen accompanying mummies, proving most curious, and deadly.
 
==Combat==
 
==Combat==
 
Only capable of close-range combat, wights strike with malice and the fel influence bleeds over to the victim, cursing them instantly. If not instantly killed, victims sustain unthinkably painful spasms in all limbs; leaving them rendered useless in the field. No remedy to the fel curse is known. Sighted in groups, and oft among other undead, divinity-kissed armaments are crucial to victory. As with all confrontations with the unliving, devout clerics and paladins are most advantageous. Engage at a distance.
 
Only capable of close-range combat, wights strike with malice and the fel influence bleeds over to the victim, cursing them instantly. If not instantly killed, victims sustain unthinkably painful spasms in all limbs; leaving them rendered useless in the field. No remedy to the fel curse is known. Sighted in groups, and oft among other undead, divinity-kissed armaments are crucial to victory. As with all confrontations with the unliving, devout clerics and paladins are most advantageous. Engage at a distance.

Revision as of 18:51, 25 November 2012


{{#if:Wight|Default Wight}}
Placeholderperson.png}}
Creature Statistics
Danger Rating }}
Type Greater Undead}}
Size Average}}
Terrain Swamps/Any}}

{{#if:Swamps/Any|}} Wights have 6 HP, take double damage from Holy sources and cast curse on damage causing hits.

Basics and Relations

More akin to the ghoul than the banshee, wights amble about crypts and battlegrounds with their erratic gait, seemingly drawn to the stench of dead and post-violence. The most malevolent of the Shade family, wights are driven to assault regardless of the foe. Decrepit skin stretches taut over the frame of the undead, as their dull eyes appear to be unseeing, rolling around useless in their decaying skulls, wights act on instinct. Dressed in what they have risen with, wights’ ragged garb differ from one to the other, though their hunger for malevolence is shared by the genus. The most commonly sighted of the Shade family, wights have been seen accompanying mummies, proving most curious, and deadly.

Combat

Only capable of close-range combat, wights strike with malice and the fel influence bleeds over to the victim, cursing them instantly. If not instantly killed, victims sustain unthinkably painful spasms in all limbs; leaving them rendered useless in the field. No remedy to the fel curse is known. Sighted in groups, and oft among other undead, divinity-kissed armaments are crucial to victory. As with all confrontations with the unliving, devout clerics and paladins are most advantageous. Engage at a distance.