Dread Wight

The flesh of this walking corpse is rotting and putrid, its body skeletal in places and its eye sockets glowing with red light. Its tattered cloathing is that of a knight in a bygone age

Dread Wight CR 12(X XP)
LE Medium Undead
Initiative: +5 Senses: +28 Perception, Darkvision 60 ft.


Armor Class: 23 (+5 Dex +8 Natural), touch 15, flat-footed 18
hp: 193hp (20d8+102)
Fort+6, Ref+11, Will +14
Defensive Abilities: Undead traits
Weakness: Resurection Vulnerability


Speed: 30ft.
Melee: 2 Slams +15 (2d4+5 + 2d6 cold plus energy drain)
Space: 5 ft. Reach: 5 ft.
Special Attacks: Remnant Abilities, Create spawn energy drain (1 level, DC 14)


Str 20, Dex 20, Con -, Int 11, Wis 14, Cha 19
Base Atk:+10 Combat Maneuver Bonus:+15 Combat Maneuver Defense:30
Feats: Skill Focus (Perception), Blind-Fight, Power Attack, Cleave, Weapon Focus (Slam), Toughness, Lightning Reflexes, 3 more
Skills: +25 Acrobatics, +23 Knowledge (religion) , +28 Perception , +32 Stealth

Languages: Any Spoken in Life
SQ: create spawn
Gear: As in Life


Environment: Any
Organization: Solitary, pair, gang (3-5), or pack (3-5 + 2-12 wights)
Treasure Value: Standard


Resurrection Vulnerability (Su) A resurection or similar 7th level or higher spell cast on a wight destroys it (Will negates). Using such a spell in this way does not require a material component.
Wights attack by hammering with their fists, if armed with a weapon they will attack using it.

Create Spawn (Su)
Any humanoid slain by a dread wight becomes a normal wight in 1d4 rounds. Spawn are under the command of the dread wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. Any creature with 15 or more hit die upon their death become a dread wight instead of a normal wight.

Fell Touch(Su)
Living creatures hit by a dread wight’s melee attack gains two negative levels and suffer 2d6 points of cold damage. The DC is 24 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.

Armored Dead(Ex)
Many Dread Wights were created in battle and retain weapons and armor. Dread Wights are naturally proficiency any items on their person when they were created.

Remnant Abilities
Dread Wights occasionally have moments of clarity where recall portions of their former life. Every round of combat there is a %25 chance that the dread wight may use a class granted ability it may have had in life.

  • Sneak Attack(Ex):As the rogue ability +7d6 damage with all attacks this round.
  • Arcane Spell:Cast any single Arcane spell of up to 8th level
  • Divine Spell:Cast any single Divine spell of up to 8th level
  • Combat Veteran(Ex):Gain a +5 competence bonus to Attack and Damage rolls, and a +5 dodge bonus to AC.

The DM may include other abilities to better reflect the background of specific dread wights at his discretion. Typical dread wights may employ only one such class ability.

Dread Wights have a +4 racial bonus on Stealth checks.

Armored Dread Wight

A heavily armored Dread Wight Knight would appear with the following changes to the stat block above:


Armor Class: 34 (+5 Dex +8 Natural +9 Full Plate, +2 Heavy Steel Shield), touch 15, flat-footed 29
Fort+6, Ref+11, Will +14


Speed: 20ft.
Melee: MW Greatsword +16/+11 (2d6+7 + 2d6 cold plus energy drain)
Special Attacks: Remnant Ability(Combat Veteran), Create spawn energy drain (1 level, DC 14)


Str 20, Dex 20, Con -, Int 11, Wis 14, Cha 19
Base Atk:+10 Combat Maneuver Bonus:+15 Combat Maneuver Defense:30
Skills: +19 Acrobatics, +23 Knowledge (religion) , +28 Perception , +26 Stealth
Gear MW Greatsword, MW Fullplate, MW Heavy Steel Shield

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