WIGHT (Barrow Undead)

FREQUENCY: Uncommon
NO. APPEARING: 2-16
ARMOR CLASS: 5
MOVE: 12"
HIT DICE: 4 + 3
% IN LAIR: 70%
TREASURE TYPE: [B]
NO. OF ATTACKS: 1 ~ 15
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Energy drain
SPECIAL DEFENSES: Silver or magic weapons to hit | limited immunity to magical attacks | immunity to : poison, paralyzation, sleep, charm
MAGIC RESISTANCE: See below
INTELLIGENCE. Average
ALIGNMENT: Lawful evil
SIZE: M
LEVEL/X.P. VALUE: VI | 540 + 5
Creature Notes (REF5)

SAVES: 11.12.13.13.14

The term wight has lost its old meaning of a person and come to stand for those undead humans who typically inhabit barrow mounds or catacombs.
These creatures are most evil && hateful, seeking to destroy any life form they encounter. Wights shun bright lights and hate sunlight.

Because these monsters exist simultaneously on the normal and negative planes of the material plane, they are affected only by silver or magical weapons.

This xistence allows them to drain life energy levels <alt> -- one such level each time they score a hit on an opponent.
The creature so hit loses the hit points of damage scored (1-4) plus one experience level and all the bonuses derived from that level, i.e. hit dice, class bonuses, thief abilities, spell levels, etc.
A 9th level magic user struck by a wight loses 1-4 HP and he becomes an 8th level magic user; he has the spells and the hit points of an 8th level magic user, and he melees as an 8th level character of his class.

Wights are not affected by sleep, charm, hold, or cold-based spells.
Neither poison nor paralyzation harms wights.
Holy water causes 2-8 hit points of damage for every vial-full which strikes.
A raise dead spell will destroy a wight.
Any human totally drained of life energy by a wight will become a half-strength wight under control of its slayer. <font=SLAYER>



 


 
 

FREQUENCY: Uncommon
FREQUENCY: Rare ([Cold Wilderness Mountains], Temperate Wilderness Mountains])
FREQUENCY: Very rare ([Cold Wilderness Swamp])
FREQUENCY: Very rare ([Temperate Wilderness Swamp])
FREQUENCY: Rare ([Tropical Wilderness Mountains])
FREQUENCY: Very rare ([Tropical Wilderness Swamp])
FREQUENCY: Common ([Dungeon Level VI])


The Ecology of the Wight <Necrology?>

These notes on the wights of the Forgotten Realms are taken from the writings of Jilda the Sage,
a priestess of Oghma who has taken as her specialty
the study of undead. When reading her
dissertations on undead, however, one
must remember that (1) all of her
knowledge is taken second-hand, as she
has never been an adventurer or seen
most of the creatures about which she
writes, and (2) being a daughter of royalty,
her social prejudices show in some
of her conclusions.
From the Notebooks of Jilda the Sage of Neverwinter:
zb
. . . Wights are formed from the
bodies of men && women of noble
birth who are buried in earthen tombs.
There, their bodies are sought out by
an evil spirit of power which has no
way of interacting with the PMP unless he inhabits such a
body.



When the spirit inhabits the body, it
halts the normal process of decay and
instead works its magic to partially petrify
the body. When the body has the
right balance of flesh && mineral, it
can move again under the spirit?s guidance.
The presence of the spirit also
causes the body to exist on both the
negative and normal planes of the material
plane, making it invulnerable to
damage by any but silver or magic
weapons.

Why the spirit wants to return to a
semi-fleshy form is unknown. Wights
lead a dank and cheerless existence.
They avoid sunlight or any bright light,
and spend their extremely long lives in
a maze of tunnels under the tombs that
originally encased their bodies.

The only relief for this cheerless
existence is the occasional intrusion of
living beings. These they attack without
parlay or pity, trying to drain the life
energies of the victims and make them
into pale shadows of wights themselves.

These pitiful victims are doomed to a
long but not eternal existence with the
remnants of their spirits bound to their
slowly decaying bodies. They do not
gain the rock-like skin of their masters
because they are never petrified, and
eventually they become too decayed to
hold together and return to dust.

What becomes of their spirits is still a
matter of speculation. It is known that
slaying such a creature releases its spirit
in normal fashion; this has been confirmed
with speak to dead spells. But
whether the spirits of those half-wights
(as they are known) that just finally dissolve
are finally allowed to pass to other
pastures is still undetermined.

Entering a burial mound infested
with wights is a risky undertaking. No
matter how quietly a party moves, the
wights seem to know they are there.
Moreover, the wights themselves are
very quiet movers, and often surprise
even the most alert of parties.
Many survivors of wight attacks
speak of the creatures 'coming out of
the walls,' which would lead one to
believe they can tunnel through the
earth. However, while they do tunnel
out their mazes under the burial
mounds, this seems the work of many
months of painstaking labor, not the
sort of thing one can use to surprise an
adventuring party.

The approach of wights, when seen,
is a frightening sight indeed. They travel
hunched over, one hand on the wall
or on the body of one of their comrades.
They look something like zombies
or ghouls, but their skin is more
rock-like in color and the colors can be
as varied as those found in a limestone
cavern; frequently, several colors are in
stripes in the same body.

Wights communicate in some fashion
that has nothing to do with normal
speaking. Many wights have been
heard to wheeze and gasp and moan in
the middle of combat or when they
thought they were unobserved, but this
does not seem to be a language. Indeed,
many wights have been seen whose
original bodies are such that they could
not possibly speak.

Sages theorize that the spirits communicate
through interaction of their
life forces. As such, this must take place
at very close range, meaning that they
have no real way of making themselves
heard to other wights at long range.

Creature Notes

1. Wights have eyes, but do not rely
on them for sight. In fact, their eyes are
so calcified that only a little light from a
strong source can penetrate to the
brain, which pains the spirit inhabiting
the body. This is why they avoid sunlight
and other strong lights.

However, wights have a strong sense
of touch and an ability gained through
the spirit inhabiting them to detect life
energies. Any living creatures within
120' of a wight immediately becomes
perceptible to the wight, no matter how
thick the walls might be between them
and their prey.

If wights are in their normal tunnels
and burial mounds (and they rarely
travel out of them), they have memorized
all the passages, and can pinpoint
just what route they must take to reach
the life energies they have detected.
Thus, no matter how quiet an adventuring
band may be, the wights will
know they are present and move to
attack them.

A side effect of their ability to detect
life energies is their ability to detect the
aura that a living intelligent body gives
the valuables carried on the body.
These attract wights at a range of about
30' and the wights collect and hoard
such objects--apparently for their aesthetic
value as auras.

They actually collect any such objects
of value, but usually only those made of
long-lasting, non-rusting substances,
such as gold and silver and most gems,
since wights do not maintain them.

2. Wights are very stealthy in their
movements. The chance of hearing
them creep up on a party is only the
same as the usual roll to find a secret
door.

They are also very adept at hiding in
shadows, so that sometimes they are
described as "coming out of the walls"
when they actually simply blended
their earth-toned flesh into the walls
around them and held incredibly still.

3. Because of their undead nature,
wights do not show up well on infravision.
Thus, elves and dwarves have little
better chance than humans of knowing
there are wights in the neighborhood,
unless the wights are in a warm room,
where their cold bodies will stand out
like statues against the warmed walls.

4. Despite their obvious intelligence,
most wights seem to have lost all ability
to use weapons. Their attacks are
smashing blows with their calcified
hands, which incidentally puts the
inhabiting spirit in contact with the
aura of the target and lets the wight
drain some of the soul energy of the victim.

5. The reason why wights and other
undead drain life energy from their vic-
tims is open to speculation. However,
one theory is that the life energy of
intelligent living creatures is what
allows these creatures of two planes to
move about in the Prime Material
Plane.

This would explain why such creatures
frequently seem almost statuelike
and totally dead until living creatures
are close enough to grab. The inhabiting
spirts are operating either on their
own reserves or a residue of energy
from their last victims.

Also, it seems clear that absorbing a
great deal of life energy allows a wight
to grow more powerful, and slightly
independent of its urges. A wight that
has absorbed 20 life energy levels in a
month gains in power and has a chance
to become a great wight- a wight leader.

The number of energy levels that
need to be absorbed and the benefits
derived are shown in the Wight
Advancement Table.

Wight Advancement Table
 
Energy Levels Hit Dice
20 5+3
60 6+3
140 7+3*

    * This is Vinjarek, the great wight described in "The Night Gallery".

Wights of higher-than-normal hit dice
are antagonistic to one another, but
unless one has attained the stature of
great wight, the rivals do not actually
fight one another. However, once a
wight has collected its 140th energy
level, he wages a war against all the current
5 + 3 and 6 + 3 hit dice wights to
eliminate any competition. He also
attempts to slay any wights who progress
to 5 + 3 dice after the great wight
has established his dominance.

6. The wight spirits are effectively
immortal. Slaying a wight with silver or
magic weapons or most destructive
spells simply sends the spirit off to find
another body to inhabit.

If a cleric destroys a wight by using
his turn undead ability, the spirit is ban-
ished to the Negative Material Plane for
a century before it can come back, but
it is not killed.

These spirits can be killed only on the
Negative Material Plane or by a raise
dead spell.

7. A cleric can turn a half-wight with
the same chance he can turn ghouls.

The spirit of a half-wight that is slain
or dissolves without ever draining a life
energy level goes to whatever reward
to which he normally would have gone.
He can also be raised from the dead by a
cleric of sufficient level. However, once
the creature has stolen the life energy
of a victim, its spirit becomes that of a
wight. In effect, the creation of halfwights
is the wight reproduction system.
Raise dead will no longer work on
this victim, though it will destroy the
wight spirit.

The half-wight is described thusly:

Half-WIght

FREQUENCY: Uncommon
NO. APPEARING: 1-20
ARMOR CLASS: 7
MOVE: 12"
HIT DICE: 2+3
% IN LAIR: 80%
TREASURE TYPE: nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d3
SPECIAL ATTACKS: Energy drain
SPECIAL DEFENSES: Silver or magic weapons to hit
MAGIC RESISTANCE: As wights
INTELLIGENCE: Average
ALIGNMENT: LE
SIZE: M
LEVEL/X.P. VALUE: <>

Half-wights have to follow the orders
of their creators. Once they have
drained an energy level, they become
willing wights. If they strike a target,
they automatically drain energy. They
still have some command of their communication
facilities, but wights rarely
allow their half-wights who have not
drained energy to get to a position
where they might warn potential targets.
 


serleran wrote:
Was it ever intended that a Wraith be a subrace/subspecies of a Wight, or vice versa.
The 1E MM descriptions seem to indicate they are related to each other, in my humble opinion.


No, there is no relationship as in developmental status.
they are related in being undead, and that's that.
A wight is more closely related to a lich than a wraith, eh?

Cheers,
Gary
 

Quote:
Originally posted by ScottGLXIX
Greetings,
A question on some of the undead creatures. Did you originally see wights and wraiths as having corporeal forms or not? Early on wights and wraiths were very similar, the wraith was just the more powerful of the two. Over the years they’ve developed into very different critters with a wight having a physical form, and wraiths not.
Scott
Hmmm. Absolutely did have in mind that a wight was a physical being, a wraith mainly immaterial, and I thought that was clear from the get-go in original D&D. Certainly the movement rates for the two creatures reflected that, as I recall. (Heh, you can tell it's been a while since I have delved into the MM--over a year now, in fact.)

In fact, as I recall the Mm illos of the two showed the wight as a clearly physical, corpse-like monster, while the wraith was shown as spectral, ghostly, no?

Cheerio,
Gary