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Wight Battalion

Wights are malevolent undead, bent on desecrating the holy and determined to cause suffering to all living creatures. A lone wight is dangerous enough, but when compelled to act together, they are a force to be reckoned with. A wight battalion has the potential to curse entire armies, increasing their numbers until they become an unholy tide.

Recall Knowledge - Undead (Religion): DC 26
Unspecific Lore: DC 24
Specific Lore: DC 21

Elite | Normal | Weak
Proficiency without Level

Wight BattalionCreature 9

Gargantuan Troop Undead Unholy Wight 
Source Battlecry! pg. 194
Perception +18; darkvision
Languages Common, Necril
Skills Athletics +20, Intimidation +18, Stealth +18
Str +6, Dex +2, Con +4, Int +0, Wis +3, Cha +2
AC 27; Fort +21, Ref +15, Will +18
HP 150 (4 segments, fueled by spite, void healing); Thresholds 100 (3 segments), 50 (2 segments); Weaknesses area damage 7, splash damage 7
Final Grudge [reaction] Trigger The wight battalion is about to lose a segment due to Hit Point damage; Effect The wights strike out as they fall. Each enemy in a 5-foot emanation takes 2d4 piercing damage (DC 25 basic Reflex save). This occurs before the battalion loses a segment.Fueled by Spite Each time a creature loses Hit Points due to the wight battalion's corrupting spite curse, the battalion gains 6 temporary Hit Points that last for 1 round.Troop Defenses
Speed 25 feet; troop movement
Corrupting Spite (curse, divine, void) The wight battalion's attacks inflict a curse that makes a creature grow weak and spiteful. A living humanoid that dies while under this curse rises as a wight after 1d4 rounds, controlled by the wight battalion that inflicted the curse. This new wight can't inflict corrupting spite and is clumsy 2. If the creating wight battalion dies or after roughly a month of existence, the new wight becomes autonomous and becomes a normal wight; Saving Throw DC 25 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).Hateful Daggers [one-action] to [three-actions] The wights coordinate melee attacks with the daggers they were buried with. Each enemy within a 5-foot emanation attempts a DC 25 basic Reflex save. The damage depends on the number of actions. On a failed save, the creature is also exposed to corrupting spite.
[one-action] 2d4 piercing damage
[two-actions] 4d4+8 piercing damage
[three-actions] 4d4+14 piercing damage

All Monsters in "Wight"

NameLevel
Cairn Wight4
Hunter Wight7
Prowler Wight9
Wight3
Wight Battalion9
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 - Related Creatures Barrow Arsenals

In addition to the wight presented here, many other varieties exist. For example, the covetous cairn wight—ritually created to eternally guard its own wealth or that of its master—haunts barrows, ossuaries, and mausoleums. Hunter wights arm themselves with bows and create arrowheads from bone shards snapped off their own ribs.

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.