Wight
{{#if:Wight|Default Wight}} | |
}} | |
Creature Statistics | |
Danger Rating | }} |
Type | Greater Undead}} |
Size | Average}} |
Terrain | Swamps/Deserts/Any}} |
{{#if:Swamps/Deserts/Any|}} Wights have 6 HP, take double damage from Holy sources and cast curse on damage causing hits.
Basics
More akin to the Ghoul than the Banshee, Wights amble about crypts and battlegrounds with their hobbling gait, seemingly drawn to the stench of dead and post-violence. 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.
Behaviour
The most malevolent of the Shade family, Wights are driven to assault regardless of the foe. An evil aura bubbles from their being, and their very bodies quiver with violence. Seen in groups, but they do not work together in any sort of intentional means. Sprinting towards any scent of life, the terrible Undead do not even devour their kills and they continue to mutilate the corpse beyond all recognition. 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.