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Wight

A weird and twisted reflection of the form it had in life

undead energy-drain chaotic level-drain lawful-evil

Basic Fantasy Role-Playing Game

BFRPG

Armor Class15 (s)
Hit Dice3*
Number Appearing1d6, Wild 1d8, Lair 1d8
Attacks1 touch
DamageEnergy drain (1 level)
Movement30'
Save AsFighter: 3
Morale12
XP175
Treasure TypeB

A wight’s appearance is a weird and twisted reflection of the form it had in life. A wight is about the height and weight of a human. Wights do not possess any of the abilities they had in life.

If a wight touches (or is touched by) a living creature, that living creature suffers one level of energy drain (as described in the Encounter section). No saving throw is allowed. Striking a wight with a weapon does not count as “touching” it.

Any humanoid slain by a wight becomes a wight by the next sunset (but not less than 12 hours later). Wight spawn are under the command of the wight that created them and remain enslaved until its death.

Like all undead, wights may be Turned by Clerics and are immune to sleep, charm and hold magics. Wights are harmed only by silver or magical weapons, and take only half damage from burning oil.

Special Abilities

Energy Drain: If a wight touches (or is touched by) a living creature, that living creature suffers one level of energy drain. No saving throw is allowed. Striking a wight with a weapon does not count as ’touching’ it.
Create Spawn: Any humanoid slain by a wight becomes a wight by the next sunset (but not less than 12 hours later). Wight spawn are under the command of the wight that created them and remain enslaved until its death.
Undead Immunities: May be Turned by Clerics. Immune to sleep, charm and hold magics.
Weapon Resistance: Harmed only by silver or magical weapons, and take only half damage from burning oil.
Copyright 2006-2023 Chris Gonnerman. Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0). License

Other Sources

Old-School Essentials Classic Fantasy
Armor Class5 [14]
Hit Dice3* (13hp)
Number Appearing1d6 (1d8)
Attacks1 × touch (energy drain)
THAC017 [+2]
Movement90' (30')
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale12
AlignmentChaotic
XP50
Treasure TypeB
Corpses of humans or demihumans, possessed by malevolent spirits.

Special Abilities

Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
Mundane damage immunity: Only harmed by silver weapons or magic.
Energy drain: A successfully hit target permanently loses one experience level (or Hit Die). This incurs a loss of one Hit Die of hit points, as well as all other benefits due to the drained level (e.g. spells, saving throws, etc.). A character’s XP is reduced to halfway between the former and new levels. A person drained of all levels becomes a wight in 1d4 days, under the control of the wight that killed them.
Copyright 2017-2019 Gavin Norman. Open Game License v1.0a. License
OSRIC
Armor Class5
Hit Dice4+3
Number Encountered2d8
Attacks1 (claw)
Damage1d4+level drain
Move120-ft
AlignmentLawful evil
IntelligenceAverage
XP6/590+4 per hit point
Treasure Type1d8×1,000 cp (50%); 1d6×1,000 sp (25%); 1d4×1,000 ep (25%); 1d3×1,000 gp (25%); 1d8 gems (30%); 1d4 jewellery (20%); 1 magic item (sword, armour, or miscellaneous magic) (10%)
SizeMan-sized
FrequencyUncommon
Lair70%
Wights are undead corpses risen with a twisted intelligence. Their undead power is linked to the negative material plane, and thus they permanently drain a level of experience from victims when they score a hit in combat. Although they are not damaged by sunlight, they loathe the rays of the sun and do not emerge by choice from their barrows and lairs during daylight. A human killed by a wight becomes a wight under the control of its maker.

Special Abilities

Level drain: Permanently drain a level of experience from victims when they score a hit in combat.
Spell immunities: Immune to sleep, hold, cold, and enchantment spells.
Vulnerability to holy water: Take 2d4 points of damage from holy water (per vial).
Vulnerability to raise dead: Destroyed by the casting of a raise dead spell.
Create wight: A human killed by a wight becomes a wight under the control of its maker.
Sunlight aversion: Although they are not damaged by sunlight, they loathe the rays of the sun and do not emerge by choice from their barrows and lairs during daylight.