Challenge Rating: 3
Hit Points: 26 (4HD)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Saves: Fort +1 Ref +2 Will +5
Base Attack: +2
Melee: Slam +3 melee (1d4+1 plus energy drain)
Special Attacks: Create spawn, energy drain
Sanity Effects: First Encounter 1/1d4, energy drain 0/1d3
Abilities: STR 12, DEX 12, CON –, INT 11, WIS 13, CHA 15
Skills: Acrobatics +4, Athletics +4, Awareness +1, Endurance –, Knowledge +0, Persuasion +2, Spellcraft +2, Survival +1, Thievery +1
Talents: Alertness, Blind-Fight
Special Qualities: Darkvision 60 ft.
Organization: Solitary, pair, gang (3-5), or pack (6-11)
Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Living creatures hit by a wight’s slam attack gain one negative level and must roll a Sanity check. The DC is 14 for the Fortitude save to remove a negative level. For each such negative level bestowed, the wight gains 5 temporary hit points.