Wights

Deathly cold malignant warriors of old

Wights are the dead and frozen corpses of wicked champions of bygone eras whose evil deeds persist into undeath. Their piercing blue eyes instill terror while their freezing blades of ice rend armor and flesh alike. They are Greater Undead who maintain the goals, memories, and ambitions that drove their wicked spirits. The bitter cold of the Styx surrounds them, and their chilling touch can freeze the hearts of even the bravest warriors. The souls of those slain by a Wight are cast deep into the freezing currents of the Styx while their bodies rise as undead servants of the wight.

Wights are cunning, soul-hungry undead in Dungeons & Dragons, 5E, Pathfinder, and fantasy RPGs, commanding undead legions and freezing the living with Styx-born wrath.

Wight Lore

  • Wights possess a malignant will and cunning far greater than lesser undead like skeletons or zombies
  • Wights are instinctivly drawn to feed upon the souls of the living, which shine like bright bonfires to the wight's cold eyes
  • A Wight forms from a soul that has clawed its way back into life, fighting the freezing currents of the Styx. Many are empowered by some malignant force such as a dark god, a potent curse, foul necromancy, or pure malevolence.
  • Ancient battlefields and fallen kingdoms often birth Wights when powerful warriors die with their souls twisted by rage or injustice.
  • Some Wights were once mighty champions, generals, or kings whose ambition or hubris led to their downfall — now cursed to serve darker masters.
  • Entire tombs, crypts, or cursed cities may be ruled by Wight-lords, gathering other undead to their banners in mockery of the living empires they once served.

Wight Tactics

  • Wights command squads or even armies of lesser undead, which they use to harry and surround their prey before closing in on their victims
  • Wights are patient, cunning, and cruel. They show no mercy.
  • Wights are often drawn to the life-force of particularly powerful divine magic wielders

Wights rise from their freezing grave barrows


Wight Statblocks

Wight

Wight

Summoned with Foe Foundry

Medium Undead (Wight)

AC 16 (Breastplate) Initiative +0 (10)

HP 90 (12d8 + 36)

Speed 30 ft.

Mod Save
Str 18 +4 +4
Dex 14 +2 +2
Con 16 +3 +3
Mod Save
Int 10 +0 +0
Wis 12 +1 +1
Cha 15 +2 +2

Skills Intimidation +4

Vulnerabilities Fire

Resistances Necrotic

Immunities Poison; Exhaustion, Poisoned

Senses Darkvision 60 ft., Passive Perception 11

Languages Common

CR 3 (700 XP; PB +2)

Traits

Arctic Chill. Any creature who starts their turn within 10 feet of the wight takes 2 (1d4) cold damage.

Actions

Multiattack. The wight makes two Icicle Sword attacks. It may replace one attack with a use of its Heart Freezing Grasp.

Icicle Sword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) slashing damage and 4 (1d8) cold damage.

Heart Freezing Grasp. The wight reaches out to grasp a target within 5 feet. The target must make a DC 14 Constitution save. On a failed save, the target takes 10 (3d6) Cold damage and is Frozen (escape DC 14). The wight gains temporary HP equal to the damage dealt. A Frozen creature is partially encased in ice. It has a movement speed of zero, attacks made against it are at advantage, and it is vulnerable to bludgeoning and thunder damage. A creature may use an action to perform a DC 14 Strength (Athletics) check to break the ice and end the condition. The condition also ends whenever the creature takes any bludgeoning, thunder, or fire damage.

Bonus Actions

Intimidate (Recharge 5-6). The wight chooses a target that can hear them within 60 ft. The target must make a contested Insight check against the wight's Intimidation. On a failure, the target is Frightened of the wight for 1 minute (save ends at end of turn). While Frightened in this way, attacks made against the target have advantage.

Summon your own Wight

Wight Fell Champion

A Wight Fell Champion was once a mortal champion of great renown who fell into service to a dark power. Perhaps loyalty to their corrupted liege dragged them inexorably towards a ruinous path, or plain greed led to their downfall.

Wight Fell Champion

Summoned with Foe Foundry

Medium Undead (Wight)

AC 16 (Breastplate) Initiative +0 (10)

HP 165 (22d8 + 66)

Speed 30 ft.

Mod Save
Str 18 +4 +4
Dex 15 +2 +2
Con 16 +3 +6
Mod Save
Int 12 +1 +1
Wis 13 +1 +4
Cha 16 +3 +3

Vulnerabilities Fire

Resistances Necrotic

Immunities Poison; Exhaustion, Poisoned

Senses Darkvision 60 ft., Passive Perception 11

Languages Common

CR 6 (2,300 XP; PB +3)

Traits

Unholy Aura. The wight and allies within 30 feet have advantage on saving throws against spells and other magic effects and against features that turn undead. Other creatures of the wight's choice within 30 feet have disadvantage on saving throws against spells and other magic effects.

Void Siphon. When a creature within 10 feet of the wight receives magical healing, it also gains a level of Exhaustion

Actions

Multiattack. The wight makes three Icicle Sword attacks. It may replace one attack with a use of its Heart Freezing Grasp.

Icicle Sword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) slashing damage and 4 (1d8) cold damage.

Heart Freezing Grasp. The wight reaches out to grasp a target within 5 feet. The target must make a DC 15 Constitution save. On a failed save, the target takes 10 (3d6) Cold damage and is Frozen (escape DC 15). The wight gains temporary HP equal to the damage dealt. A Frozen creature is partially encased in ice. It has a movement speed of zero, attacks made against it are at advantage, and it is vulnerable to bludgeoning and thunder damage. A creature may use an action to perform a DC 15 Strength (Athletics) check to break the ice and end the condition. The condition also ends whenever the creature takes any bludgeoning, thunder, or fire damage.

Bonus Actions

Soul-Chilling Command (Recharge 5-6). The wight commands up to 6 friendly undead of lower CR in a soul-chilling voice. Each undead may use its reaction to move up to half its speed and make an attack. If the attack hits, it deals 7 (2d6) additional Cold damage.

Reactions

Stygian Burst (1/day). When the wight takes a critical hit, or when it is reduced to 80 hitpoints or fewer, it releases a burst of deathly cold. Each non-undead creature within 15 feet must make a DC 15 Consitution saving throw. On a failure, the creature takes 22 (5d8) cold damage and is Frozen (escape DC 15). A Frozen creature is partially encased in ice. It has a movement speed of zero, attacks made against it are at advantage, and it is vulnerable to bludgeoning and thunder damage. A creature may use an action to perform a DC 15 Strength (Athletics) check to break the ice and end the condition. The condition also ends whenever the creature takes any bludgeoning, thunder, or fire damage. A creature that is immune to being Restrained cannot be Frozen

Summon your own Wight Fell Champion

Wight Dread Lord

A Wight Dread Lord was once a powerful ruler, thain, or champion whose pride and fear of death drove them to foul pacts with malevolent forces. In undeath, they command armies of lesser undead who mindlessly serve their twisted commands.

Wight Dread Lord

Summoned with Foe Foundry

Medium Undead (Wight)

AC 17 (Breastplate +1) Initiative +7 (17)

HP 275 (29d8 + 145)

Speed 30 ft.

Mod Save
Str 20 +5 +9
Dex 16 +3 +3
Con 20 +5 +9
Mod Save
Int 12 +1 +1
Wis 14 +2 +6
Cha 17 +3 +3

Vulnerabilities Fire

Resistances Necrotic

Immunities Poison; Exhaustion, Poisoned

Senses Darkvision 60 ft., Passive Perception 12

Languages Common

CR 9 (5,000 XP; PB +4)

Traits

Arctic Chill. Any creature who starts their turn within 10 feet of the wight takes 9 (2d8) cold damage.

Legendary Prowess (3/day). The wight can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 15 force damage.

Actions

Multiattack. The wight makes two Icicle Sword attacks. It may replace one attack with a use of its Dread Gaze or Heart Freezing Grasp.

Icicle Sword. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 9 (1d8 + 5) slashing damage and 4 (1d8) cold damage.

Dread Gaze. The wight targets one creature it can see within 60 feet. If the target can see the wight it must succeed on a DC 17 Wisdom save or become Frightened of the the wight (save ends at end of turn). If the target fails the save by 5 or more, it is also Paralyzed while frightened in this way. A creature that succeeds on the save is immune to this effect for 1 hour.

Heart Freezing Grasp. The wight reaches out to grasp a target within 5 feet. The target must make a DC 17 Constitution save. On a failed save, the target takes 14 (4d6) Cold damage and is Frozen (escape DC 17). The wight gains temporary HP equal to the damage dealt. A Frozen creature is partially encased in ice. It has a movement speed of zero, attacks made against it are at advantage, and it is vulnerable to bludgeoning and thunder damage. A creature may use an action to perform a DC 17 Strength (Athletics) check to break the ice and end the condition. The condition also ends whenever the creature takes any bludgeoning, thunder, or fire damage.

Bonus Actions

Soul-Chilling Command (Recharge 5-6). The wight commands up to 6 friendly undead of lower CR in a soul-chilling voice. Each undead may use its reaction to move up to half its speed and make an attack. If the attack hits, it deals 7 (2d6) additional Cold damage.

Reactions

Soul Chill. Whenever a creature within 60 feet that the wight can see fails a saving throw, the wight can attempt to leech away a portion of its spirit. The creature must succeed on a DC 17 Charisma saving throw. On a failure, it gains one level of Exhaustion.

Legendary Actions (3)

Attack. The wight makes a Icicle Sword attack.

Move. The wight moves up to its speed.

Soul-Chilling Command. The wight attempts to recharge its Soul-Chilling Command ability. It can't take this action again until the start of its next turn.

Summon your own Wight Dread Lord

Wight Encounter Ideas

  • Icy Ambush: A Wight lays hidden underneath icy water, waiting to drag any unsuspecting victims to their frozen demise
  • Sacrifical Patrol: The PCs come across a patrol of Skeletons led by a Wight. Among them, an important-looking prisoner is bound up with icy chains and is being led to a desecrated shrine for dark rituals.
  • Grave-Barrows: The PCs wander through ancient burial grounds thick with clamy mist. All around, ancient hands claw their way to freedom as a group of blue-eyed Wight Fell Champions emerge
  • Cursed Domain: A Wight Lord is bound by an ancient curse to drain the life of all who enter its domain. The curse can only be broken by someone willingly offering their life to end the curse.

Wight Adventure Ideas

  • The Ruined Watchtower: A crumbling watchtower in a cursed forest is the lair of a Wight who once served as a captain of the guard. His skeletal soldiers (Skeletons) still patrol the ruins.
  • The Cursed Tomb: A Wight-queen (Wight Lord), betrayed by her lover, haunts her shattered palace beneath the earth. Explorers must contend with her rage and her spectral knights (Wight).
  • Ghostly Siege: In a remote village, farmers wake to find crops ruined by frost and dead relatives clawing at their doors (Zombie) — the work of a Wight seeking to raise an undead army for some grim purpose.
  • Grim Assassin: A Wight bound by an ancient pact still hunts down the descendants of those who betrayed its master, appearing by nightfall to claim the blood debt.
  • Cursed Battlefield: In cursed plains where ancient armies clashed, two competing Wight Fell Champion generals lead endless skirmishes between their undead armies.
  • The Fell Court: A foul Lich has assembled seven dread Wight Fell Champions who vie for their master’s favor, each roaming the land in search of a terrible secret lost to mortal memory...