Wight, Greater

undead · CR 4 · from Complete Netbook of Undead
Wight, Greater
StatisticValue
Climate/TerrainCatacombs, swamps, and other unwholesome places
FrequencyRare
OrganizationSolitary
Activity CycleNight
DietSee Below
IntelligenceHigh (13-14)
TreasureBx2
AlignmentLawful Evil
No. Appearing1-4 + 2-16 Lesser wights
Armor Class4
Movement12
Hit Dice7
THAC013
No. of Attacks1
Damage/Attack2-8
Special AttacksEnergy drain
Special DefensesSilver or +2 or better weapons to hit, regeneration
Magic ResistanceNil
SizeM (6’ Tall)
MoraleChampion
XP Value3,000

Description

Greater wights are more powerful cousins of the Wight. They are identical to wights in every other aspect except for those listed below.

Combat

Like wights, greater wights have an energy drain. They also have a much more feared variant on the theme. Once a round, a greater wight can launch a finger at a victim to a range of 30 yards and hitting with a THAC0 of 13. If the hit succedes, the victim loses 1 level and suffers 1d4 hit points of damage. The finger must be removed on the round it hits, preventing any further action. The finger then burrows into its victim like a rot grub. The victim suffers 1d4 hp per round, losing a level each time. A save vs. paralyzation at -2 per round cumulative is incurred to avoid fainting. A second finger doubles the penalties, a third triples them, etc. The finger reaches the victim's heart in 3-12 rounds killing him and turning him into a greater wight. After the first round, any powerful curing spell such as heal, or restoration will destroy the finger. Remove curse is also effective.

Habitat/Society

Greater wights are usually leaders of wight groups. For any grouping of wights, there is a 50% chance that there will be 1d6 greaters present.

Ecology

Greater wights are abominations like wights. The only way a greater wight can produce more of its kind is with the finger attack. Normal energy drains create wights.

All 820 monsters in the Netbook Bestiary