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Wight (BB)Creature 3

Source Pathfinder Beginner Box
Perception +10 (darkvision)
Languages none
Skills Athletics +11, Intimidation +9, Stealth +6
Str +4, Dex +1, Con +4, Int +0, Wis +3, Cha +2

AC 18; Fort +11; Reflex +6; Will +10;
HP 50
Speed 25 feet
Immunities poison, unconscious

Claw One Action +12 (+7, +2) to hit 1d6+4 Slashing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Final Spite Reaction

When the wight is reduced to 0 Hit Points, it can use its reaction to make a Strike before being destroyed. It doesn't gain any Hit Points from drain life on this Strike.

Drain Life (divine, necromancy)

When the wight deals damage to a living creature with its claw Strike, the wight regains 2 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 drain life 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 to 4 of the unhealable damage.

Wights are undead humanoids that can drain the life from living creatures with but a touch. They arise as a result of necromantic rituals, especially violent deaths, or the sheer malevolent will of the deceased. Wights lurk in burial grounds, catacombs, or other places of the dead, where few living visitors dare to go.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.