Warshard Wight
Level 5Attacks
Abilities
The warshard wight has a scythe arm resembling a Child of Urgathoa.
Trigger The warshward wight is reduced to 0 Hit Points
Effect The warshard wight makes a Strike before being destroyed. It doesn't gain any temporary Hit Points from drain life on this Strike.
The warshard wight cries out in an unearthly shriek. Living creatures within 50 feet must attempt a DC 23 fortitude save. The warshard wight can't make another bloody wail for .
Critical Success The creature is unaffected and becomes temporarily immune for 1 minute.
Success The creature bleeds from their ears and becomes Stupefied 1 for 1 round.
Failure The creature bleeds from their ears and becomes Stupefied 2 for 1 round.
Critical Failure As failure, and the cre
When the warshard wight damages a living creature with a melee Strike using an unarmed attack or its bound weapon, the warshard wight gains 5 temporary Hit Points and the creature must succeed at a DC 20 fortitude save or become Drained 1. Further damage dealt by the warshard wight increases the drained condition value by 1 on a failed save, to a maximum of Drained 4.
A living humanoid slain by a warshard wight's scything blade or claw Strike rises as a spawned wight after . This spawned wight is under the command of the warshard wight that killed it. It doesn't have drain life or warshard wight spawn and is Clumsy 2 for as long as it's a spawned wight. If its creator dies, the spawned wight becomes a full-fledged, autonomous warshard wight; it regains its free will, gains drain life and warshard wight spawn, and is no longer clumsy.
Wights are intelligent undead spawned through inescapable cycles of spite. This spite might come from their own malevolent will in life, or can be instilled by necromantic rituals, typically involving the desecration of burial sites. Wights usually haunt burial grounds, catacombs, or other places of the dead. Their hunger is targeted toward the living—those whose pumping hearts and ruddy warmth inspire visceral hatred.
As many types of wights exist as types of people from which they might be created. Hulking brutes, skittering sneaks, and cunning tinkers all make for different wights with different niches to fill. The environment, too, plays a part in determining a wight's special abilities and defenses. Frost wights, for instance, can be found in parts of the world where exposure is a common end and the resentment of being left alone in the wild is a common source of spite. Durable and sustained by void energy, wights can last in harsh environments without decaying the way some lesser undead do.
A single wight can wreak significant havoc if it is compelled to rise from its tomb. Because creatures slain under a wight's curse can become wights as well, all it takes is a single wight and a handful of unlucky graveyard visitors to create a veritable horde of these undead. Thus, canny priests and adventurers know that the best solution to a wight problem is swift and total eradication. Care must be taken, though, to destroy wight spawn before attempting to destroy the parent wight, for spawn without a master gain the ability to create spawn of their own.