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There is a Legacy version here.

PFS StandardWight

Wights are intelligent undead spawned through inescapable cycles of spite. This spite might come from their own malevolent will in life, or can be instilled by necromantic rituals, typically involving the desecration of burial sites. Wights usually haunt burial grounds, catacombs, or other places of the dead. Their hunger is targeted toward the living—those whose pumping hearts and ruddy warmth inspire visceral hatred.

As many types of wights exist as types of people from which they might be created. Hulking brutes, skittering sneaks, and cunning tinkers all make for different wights with different niches to fill. The environment, too, plays a part in determining a wight's special abilities and defenses. Frost wights, for instance, can be found in parts of the world where exposure is a common end and the resentment of being left alone in the wild is a common source of spite. Durable and sustained by void energy, wights can last in harsh environments without decaying the way some lesser undead do.

A single wight can wreak significant havoc if it is compelled to rise from its tomb. Because creatures slain under a wight's curse can become wights as well, all it takes is a single wight and a handful of unlucky graveyard visitors to create a veritable horde of these undead. Thus, canny priests and adventurers know that the best solution to a wight problem is swift and total eradication. Care must be taken, though, to destroy wight spawn before attempting to destroy the parent wight, for spawn without a master gain the ability to create spawn of their own.

Recall Knowledge - Undead (Religion): DC 18
Unspecific Lore: DC 16
Specific Lore: DC 13

Elite | Normal | Weak
Proficiency without Level

WightCreature 3

Medium Undead Unholy Wight 
Source Monster Core pg. 348
Perception +10; darkvision
Languages Common, Necril
Skills Athletics +10, Intimidation +9, Stealth +8
Str +4, Dex +1, Con +4, Int +0, Wis +3, Cha +2
Grave Weapon (divine) The wight is bound to a dagger it was buried with. Other wights can be bound to different weapons.
Items dagger
AC 18; Fort +11, Ref +6, Will +10
HP 40 (fueled by spite, void healing); Immunities bleed,
death effects, disease, paralyzed, poison, unconsciousFinal Spite [reaction] Trigger The wight is reduced to 0 Hit Points; Effect The wight makes a Strike before being destroyed. This Strike can inflict corrupting spite, but fueled by spite doesn't apply.Fueled by Spite Each time a creature loses Hit Points due to a corrupting spite curse the wight inflicted, the wight gains 3 temporary Hit Points.
Speed 25 feet
Melee [one-action] dagger +12 [+8/+4] (agile, versatile S), Damage 1d4+6 slashing plus corrupting spiteMelee [one-action] claw +12 [+8/+4] (agile), Damage 1d4+6 slashing plus corrupting spiteRanged [one-action] dagger +10 [+6/+2] (agile, thrown 10 feet, versatile S), Damage 1d4+6 slashing plus corrupting spiteCorrupting Spite (curse, divine, void) The wight's unarmed attacks and bound weapons inflict a curse that makes a creature grow weak and spiteful. If a wight inflicts corrupting spite on a creature already afflicted by it, the victim attempts a new save, ignoring the result if it's better than a failure. A living humanoid that dies while under the curse rises as a wight after 1d4 rounds, controlled by the wight that killed it. The wight spawn can't inflict corrupting spite and is clumsy 2. If its creator dies or after roughly a month of existence, the new wight becomes autonomous and turns into a normal wight; Saving Throw DC 17 Fortitude; Stage 1 drained 1 (1 round); Stage 2 drained 2 and doesn't treat any creatures as allies (1 round); Stage 3 As stage 2, except drained 3 (1 round); Stage 4 As stage 2, except drained 4 (1 round).

All Monsters in "Wight"

NameLevel
Cairn Wight4
Hunter Wight7
Prowler Wight9
Wight3
Wight Commander12

Wight

Source Bestiary pg. 332
Wights are undead humanoids that, much like wraiths, can drain the life from living creatures with but a touch. They arise as a result of necromantic rituals, especially violent deaths, or the sheer malevolent will of the deceased.

As many types of wights exist as types of people from which they might be created. Hulking brutes, skittering sneaks, and cunning tinkers all make for different wights with different niches to fill. Environment, too, plays a part in determining a wight's special abilities and defenses. Frost wights, for instances, can be found in the parts of the world where exposure is a common end. Regardless, wights typically haunt burial grounds, catacombs, or other places of the dead. But their hunger is targeted toward the living—those individuals who remind them of the shackles of mortality and whom they feel compelled to “free” to the state of undeath.

A single wight can wreak a lot of havoc if it is compelled to rise from its tomb. Because creatures slain by wights become wights as well, all it takes is a single wight and a handful of unlucky graveyard visitors to create a veritable horde of these undead. Thus, canny priests and adventurers know that the best solution to a wight problem is swift and total eradication. Care must be taken, though, to destroy wight spawn before attempting to destroy the parent wight, for spawn without a master gain the ability to create spawn of their own.

Durable and sustained as they are by negative energy, wights can last in harsh environments without decaying the way some lesser undead do. They might dwell in high mountain passes, sealed passageways, or submerged in bogs or lakes for decades or even centuries before the passage of an unsuspecting traveler rouses them from their rest.

Sidebar - Geb Wights And Weaponry

For the rank-and-file wight, only the scrape of blackened fingernails steals the essence of life. Many stronger wights bind to armaments, either through the ritual that raised them or a sentimental attachment to a weapon they wielded. Not only are these weapons more versatile, but deploying them can surprise foes accustomed to the limits of average wights.