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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