Tuesday, 3 September 2019

Monster: Wight

Monster: Wight

Wights are simple, but malevolent undead creatures that hate the living and can drain the lifeforce of their victims.

 

Wight [Monster Manual, page 255]

 
121 points
Attribute Modifiers: ST+2 [20].
Secondary Characteristics Modifiers: HP+4 [8]; Will+1 [5].
Advantages: Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Dominance (Fatal Beating, -40%) [12]; DR 1 (Tough Skin, -40%) [3]; Immunity to Metabolic Hazards [30]; Immunity to Pain [30]; Injury Tolerance (Unliving, No Blood) [25]; Sharp Claws [5]; Sharp Teeth [1]; Silence 2 [10]; Temperature Tolerance 10 [10]; Unaging [15].
    Energy Drain: Leech 3 (Accelerated Healing, +25%; Magical, -10%) [38].
    Life Sense: Detect (Life; Magical, -10%; Precise, +100%; Reflexive, +40%) [69].
    Psychic Value Sense: Psychometry (Magical, -10%; Passive Only, -60%) [6].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Bad Temper (12) [-10]; Callous [-5]; Disturbing Voice [-10]; Enhanced Unnatural [-100]; Frightens Animals [-10]; Intolerance (Living) [-10]; Lifebane [-10]; No Sense of Smell/Taste [-5]; Selfish (12) [-5]; Social Stigma (Dead) [-20]; Uncontrollable Appetite (15) (Life Force) [-7]; Unhealing (Partial; Leech) [-20].
Quirks: Glowing Eyes [-1]; Prefers to stay in its tomb [-1]; Sexless [-1]; Supernatural Dislike (Light) [-1].
Features: Not Subject to Fatigue.
Creature Type: Undead.
 

Typical Stats

ST:

12

HP:

16

Speed:

5.5

DX:

12

Will:

11

Move:

5

IQ:

10

Per:

10

 

 

HT:

10

FP:

N/A

SM:

+0

Dodge:

8

Parry:

10 (unarmed)

DR:

1* (tough skin)

Sharp Claws (14): thrust 1d-1 cutting (KYOS: 1d cutting), Reach C.
Energy Drain: While maintaining ongoing contact (grappling, for example), the wight can drain 3 HP per second from the victim, while healing 1 HP per each stolen HP.
Create Spawn: Creatures killed by a wight rise after 1d minutes as wights under the wight’s control. They do not possess any of the abilities they had in life.
Life Sense (10): A wight possesses a constantly active magical ability to sense life. By making a Sense roll with normal range penalties, a wight may sense all nearby living beings, knowing their precise location. A follow-up IQ roll may reveal information about the living being, with margin of success of 0-1 only revealing vague information, such as race, and margin of success of 4+ revealing detailed information, such as age, gender, and physical condition.
Psychic Value Sense (6): Whenever a wight touches an object, the GM may make a roll against IQ-4 (6) to sense strong emotions and psychic impressions tied to the object’s history. On a critical success, the wight receives an actual vision of a significant past event. Roll at no additional penalty for events earlier the same day, at ‑1 for up to 10 days ago, ‑2 for up to 100 days ago, ‑3 for up to three years ago, and an another ‑1 per additional 10x multiplier. The wight cannot use this ability actively – this is a passive sense.
 
                Traits: Appearance (Monstrous; Universal); Bad Temper (12); Callous; Dark Vision; Disturbing Voice; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Enhanced Unnatural; Frightens Animals; Glowing Eyes; Immunity to Metabolic Hazards; Immunity to Pain; Injury Tolerance (No Blood, Unliving); Intolerance (Living); Lifebane; No Sense of Smell/Taste; Prefers to stay in its tomb; Selfish (12); Sexless; Silence 2; Social Stigma (Dead); Supernatural Dislike (Light); Temperature Tolerance 10; Unaging; Uncontrollable Appetite (15) (Life Force); Unhealing (Partial; Leech).
Skills: Brawling-14; Stealth-14.
Creature Type: Undead.
 

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