Monster · Grunt Undead
Wight
When a creature is slain by a Wraith, there's a high chance a Wight will be born from its corpse. Wights are automatically subservient to the Wraith that killed them and must stay within a mile radius of it or disappear entirely.
- Name
- Wight
- Type
- Grunt Undead
- Danger Level
- F+
- Hp
- 20
- Ap
- 2
- Rp
- 1
- Initiative
- +3
- Focus
- 3
- Power
- 3
- Agility
- 3
- Toughness
- 2
- Evasion
- 10 / 23
- Guard
- 2 / 4
- Movement Speed
- 20ft
- Fitness
- 1
- Cunning
- 3
- Reason
- 3
- Awareness
- 3
- Presence
- 2
- Light Attack
- +3 Accuracy, 2d4+3
- Heavy Attack
- +3 Accuracy, 4d6+6
- Strong Against
- Armored enemies, Physical attackers
- Appearance
- A translucent white creature with a vaguely humanoid shape.
- Habitat
- Appears around places where a Wraith is.
Strategy
The wight will attacks the closest target. It can choose between Spectral Touch or Draining Touch + a light attack, both are valid options.
Running this monster
Wights are very strong against physical attackers. Even a small group of wights can be annoying to fight when you don't have any non-physical damage. Consider the party's abilities very carefully when choosing how many wights to put in.
You can choose to have Wights use their RP immediately, which opens them up for physical attackers, or have them save their RP so they can always react to the physical attackers. The first option will make the fight more manageable for the party members who don't have magical damage options.

