Wight (BB)
Creature 3 — undead, unholy, wight
AnvilCrasherLANDundeadunholy
Wights are undead humanoids that lurk in burial grounds, catacombs, or other places of the dead.
Source: menace-under-otari-bestiary
Perception +10; darkvision
Skills athletics +10, intimidation +9, stealth +8
Str
+4
Dex
+1
Con
+4
Int
+0
Wis
+3
Cha
+2
Items Dagger
AC 18
Fort +11
Ref +6
Will +10
HP 40
Immunities poison, unconscious, bleed, void
Speed 25 feet
Offense
Melee Claw (agile, unarmed) +12, Damage 1d6+6 slashing plus Corrupting Spite
Melee Dagger (agile, versatile-s) +12, Damage 1d4+6 piercing plus Corrupting Spite
Abilities
Final Spite — When the wight is reduced to 0 Hit Points, they can use their reaction to make a Strike before being destroyed. They don't gain any Hit Points from corrupting spite on this Strike.
Corrupting Spite (divine, void) — When the wight deals damage to a living creature with their claw or dagger Strike, the wight regains 2 healing Hit Points and the target must succeed at a DC 17 Fortitude save or take 2 damage that can't be healed. The wight can use corrupting spite multiple times, but a single creature can't take more than 8 unhealable damage. Each full night of rest heals 2 of the unhealable damage, and a full day of bed rest increases the recovery of the unhealable damage to 4.
WORKS WELL WITH
SniperLANDRanged damage avoids melee contact, denying the wight the healing it gains from landing its draining Strikes.
SnareLANDA controller that restrains a fleeing target keeps it in melee range for the wight's drain to keep triggering.
WeaverLANDA caster's persistent debuffs stack with the Drained condition to further erode a target's resilience over multiple rounds.
PUNISHES
✖ melee reliance✖ prolonged attrition fights✖ low Fortitude
Avoid pairing with another self-healing Anvil, since overlapping sustain slows the encounter's pace without adding new pressure.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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