Size:
Medium
Type:
Undead
Form:
biped
Temper:
# App:
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: skirmisher
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Greatsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Action
Handaxe
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Action
Life Drain
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) necrotic damage, and the target is grappled (escape DC 13). Until this grapple ends, the warrior must use one hand to maintain the grapple, but can automatically hit the grappled creature with its Life Drain. The target must succeed on a DC 12 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the warrior's control, unless the humanoid is restored to life or its body is destroyed. The warrior can have no more than 12 zombies under its control at one time.
Action
Multiattack
The warrior makes two weapon attacks. It can use its Life Drain in place of one melee attack.
Special
Second Wind (1/Day)
As a bonus action, the warrior regains 10 hit points.
Special
Sunlight Sensitivity
While in sunlight, the warrior has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Special
Turn Resistance
The warrior has advantage on saving throws against any effect that turns undead.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
slam
4 (1d4+1 plus
Special (Su)
Desiccating Touch (Su)

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Create Spawn|Energy Drain|Resurrection|Vulnerability
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 -4 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 fullfledged and free-willed wights. They do not possess any of the abilities they had in life.
Special
|Create Spawn|Energy Drain|Resurrection|Vulnerability
You sap a living opponent's vital energy automatically when your melee or ranged attack hits. Each successful energy drain inflicts an additional 1d6 points of necrotic damage. If an attack that includes an energy drain scores a critical hit, it inflicts twice this reduction.
Special
|Create Spawn|Energy Drain|Resurrection|Vulnerability
A raise dead or similar spell cast on a wight destroys it (Spell save negates). Using the spell in this way does not require a material component.
Action
1
Energy Drain
Action
touch
1 * touch (energy drain)
Special
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).
Special
Mundane damage immunity
Only harmed by silver weapons or magic.
Special
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.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Blind-Fight
Action
Feat 2
Skill Focus (Perception)
Action
Melee 1
slam +4 (1d4+1 plus energy drain)
Special
Create Spawn (Su)
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.
Special
Resurrection Vulnerability (Su)
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.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Drain Life
(divine, necromancy) When the wight damages a living creature with its claw Strike, the wight gains 3 temporary Hit Points and the creature must succeed at a DC 17 Fortitude save or become drained 1. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of drained 4
Ability
Final Spite
Circumstance: Trigger: The wight is reduced to 0 Hit Points.
The wight makes a Strike before being destroyed. It doesn't gain any temporary HP from drain life on this Strike.
Ability
Wight Spawn
(divine, necromancy) A living humanoid slain by a wight's claw Strike rises as a wight after 1d4 rounds. This wight spawn is under the command of the wight that killed it. It doesn't have Drain Life or Wight Spawn and becomes clumsy 2 for as long as it is a wight spawn. If the creator of the wight spawn dies, the wight spawn becomes a full-fledged, autonomous wight; it regains its free will, gains Drain Life and Wight Spawn, and is no longer clumsy.
Offense
Melee
Circumstance: combat round (melee)
claw +12 [+7/+2], Damage 1d6+4 slashing plus drain life
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Trait
Wight
A wight is an undead creature that drains life and stands vigil over its burial site.
Immunity
death effects
disease
paralyze
poison
unconscious
Language
Common
Necril
Perception
darkvision
Corpses of humans or demihumans, possessed by malevolent spirits.
OSE