It’s time once again to deliver a preview of a creature from the upcoming Adversary Compendium I am working on for Mystaran AGE. This time, it’s a form of undead, but not the mindless horrors that stalk the night such as skeletons and zombies. It’s the Wight, corpse hijacker extraordinaire.
Wight, (Undead Humanoid)
Abilities (Focuses)
3 Communication
4 Constitution (Stamina)
1 Cunning
2 Dexterity (Stealth)
2 Magic
2 Perception (Hearing)
2 Strength (Claws)
1 Willpower (Morale)
Combat Ratings
Speed 12, Health 40, Defense 12, Armor Rating 0
| Weapon | Attack Roll | Damage |
| Claws | +4 | 2d6+2* |
Dark Vision: Wights can see perfectly in low light conditions or even in absolute darkness. However, the presence of strong light gives them a -1 penalty to all Actions they undertake.
Enervating Touch: A wight deals an additional 3 penetrating damage to any creature it touches.
Favored Stunts: Lightning Strike and Mighty Blow.
Immunities: Wights are immune to Mental, and Poison damage, and are not affected by Charm or Sleep effects.
Spawn Wights: Human and demi-humans slain by a wight rise as subservient wights in 2 rounds time from their death. These spawn have the exact same statistics as the base wight, and have none of the focuses or Ability scores of the original person.
Weapon Groups: Brawling
Wights are human corpses animated by an evil spirit. They are mostly operative during the night, where they skulk in barrows, catacombs and other places of burial. They do their best to come upon victims unawares, or catch them off guard in order to approach within melee combat distance. Wights speak all human languages, or more to the point the creature never has any trouble communicating with or understanding the living. Wights are patient and would rather creatures come to them and never leave, than they be forced to hunt in the open where prey will likely escape.
Wights are not risen intelligent dead in the fashion of vampires, and whatever race, skills or languages the formerly living being remain with its soul. Spawned wights will obey the orders of the one that killed them as offshoots of the original evil spirit. There is seemingly no limit to the number of bodies one spirit can animate, and beyond their abject hatred of the living, this seems to be the goal of each wight.
