Wight

Level 1 Band Hexer
Undead EV 3
Stamina 10 Immunity corruption 1, poison 1
Speed 5 Size 1M / Stability 0
Free Strike 1

Might

2

Agility

1

Reason

0

Intuition

0

Presence

1

Lifestealer Longsword 2d10 + 2

Melee, Strike, Weapon Signature Action
Melee 1 One creature or object
≤11: 3 corruption damage 12—16: 4 corruption damage;
M<1 slowed (save ends)
17+: 5 corruption damage;
M<2 slowed and weakened (save ends)
Effect:

The target appears to rapidly age each time they take damage from this ability. The target regains their former appearance when the wight is destroyed.

Raise (3 Malice)

Magic, Ranged Maneuver
Ranged 3 One dead ally
Effect:

The target revives with half their Stamina. The wight can’t use this maneuver again until they attack a creature with their lifestealer longsword.

Arise

The first time the wight is reduced to Stamina 0 by damage that isn’t fire damage or holy damage and their body isn’t destroyed, they regain half their Stamina and fall prone.

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  1. Undead Malice


    1. Paranormal Fling

      3 Malice
      1. Up to three objects on the encounter map that aren’t held or tethered to the ground float 1 square off the ground. Each object is then pulled 5 squares toward the nearest enemy within 3 squares of the object.

    2. Abyssal Rift

      5 Malice
      1. Ravenous and rotting undead arms burst forth from 9 connected squares of a vertical or horizontal surface. A creature who ends their turn adjacent to an affected square makes an Agility test.

      2. ≤11: 5 damage;
        restrained (save ends)
        12—16: 5 damage;
        restrained (EoT)
        17+: 5 damage
      3. A creature who starts their turn restrained by the arms takes 1d6 damage.

    3. Dread March

      7 Malice
      1. Each undead creature in the encounter moves up to their speed and makes a free strike. If an undead creature is reduced to Stamina 0 during this dread march, they don’t die until their movement and attacks are resolved.

    4. Intensity Tally

      1. At the end of each round, keep an intensity tally of the number of living heroes not adjacent to one or more undead creatures. When the tally reaches the number of heroes in the encounter, you can spend malice to activate the following feature.

        Ravenous Horde (3 Malice) Each living hero in the encounter is beset by two winded rotting zombies who burst out of unoccupied spaces 4 squares away. The number of rotting zombies increases to three per hero when three or fewer heroes remain alive in the encounter. The intensity tally resets to 0.

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