Monsters / Wight

Wight

CR 3 - 800 XP - LE Medium Undead

Stat block

AC15 (touch 11, flat-footed 14)HP26 (4d8+8)SavesFort +3, Ref +2, Will +5Meleeslam +4 (1d4+1 plus energy drain)Speed30 ft.AbilitiesStr 12, Dex 12, Con 10, Int 11, Wis 13, Cha 15BAB / CMB / CMD+3 / +4 / 15Sensesdarkvision 60 ft.; Perception +11Environmentany
vulnerable resurrection vulnerability

Combat brain - every behavior cites its line (4 rules)

Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.

fearless (from creature_type)
creature type: Undead (immune to morale collapse)
night-hunter (from senses)
senses: darkvision 60 ft.; Perception +11 - hunts where prey is blind
targets-weakest (from alignment)
alignment LE, Int 11 - picks off the wounded and the unarmored first
holds-line (from alignment)
alignment LE, Int 11 - disciplined: keeps formation, never chases alone

On-hit riders and breath

energy drainDC 14 Fortitude
create spawnDC 14 Fortitude

From the entry

Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a -2 penalty on all d20 rolls and checks, as well as -2 hp per HD. Spawn are under the command of the wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights. They do not possess any of the abilities they had in life. A raise dead or similar spell cast on a wight destroys it (Will negates). Using the spell in this way does not require a material component. Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior. They are barely recognizable to those w...