Wight, Greater
| Statistic | Value |
|---|---|
| Climate/Terrain | Catacombs, swamps, and other unwholesome places |
| Frequency | Rare |
| Organization | Solitary |
| Activity Cycle | Night |
| Diet | See below |
| Intelligence | High (13-14) |
| Treasure | Bx2 |
| Alignment | Lawful evil |
| No. of Appearing | 1-4 + 2-16 lesser wights |
| Armor Class | 4 |
| Move | 12 |
| Hit Dice | 7 |
| THAC0 | 13 |
| No. of Attacks | 1 |
| Damage/Attack | 2-8 |
| Special Attacks | Energy drain |
| Special Defenses | Silver or +2 or better to hit, regeneration |
| Magic Resistance | Nil |
| Size | M |
| Moral | Champion (16) |
| XP Value | 3,000 |
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
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.