Wight

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These powerful and cunning enemies are the bane of the living, seeking to fulfill their masters wishes cleverly and directly. Often acting as commanders of other Revenants, the Wight’s draining touch is a powerful asset to their arsenal but they use it cautiously, preferring to use ranged weapons, or surround a target to maximize their chances of draining their life force.

Health: 10
Physical Defense: 5 (4 dodge, 1 natural armor)
Magic Defense: 2
Magic Resistance: 7d10
Attack: 10 (Claws)
Speed: 11
Initiative: +2
Special Qualities:
  • Wear Armor - Wights may be equipped with armor granting them a +1 Defense, and shields granting them a +1 Defense.
  • Wield Weapons - Wights may wield weapons gaining a +1 Attack (1H melee), or +2 Attack (2H melee), or converting their base attack to ranged (2H bow).
  • Draining Touch - On a successful natural attack roll 14d10 vs. Magic Resist. If the Resist fails the Wight regains Health equal to the damage the attack inflicted and target suffers additional non-lethal damage equal to the number of successes the Wight’s drain beat the resist by. Additionally a target failing to resist the drain suffers a -5 penalty to speed for 3 rounds.