As the appellation Wight once referred to men, so too the creatures thus called were once mortal lords. Now they are bitter undead, who loathe and envy the living. Their visages are bleached and their personalities eroded by time, until nothing remains but fierce hostility and simmering resentment.
They were lords and still believe they should be.
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| My own post-it drawing, referencing this one by Vance Kelly |
A Boss Suitable for Low-Level Parties
The wights in my game are an undead boss monster. I want something that can stand on its own thematically, not just a stronger zombie with "No. Appearing 2-16" and level-drain.
A wight should have a name and a story.
In my version, I hope to bring back the dread and vindictiveness of the Tolkien original and evoke the draugr sagas they were based on (e.g. Grettir, Hrómundar and Hervör's saga, perhaps the barrow-dragon from Beowulf). Fun fact: the original use of the term "barrow-wight" was by William Morris in his Grettir's saga translation. I also thought of M.R. James' "A Warning to the Curious" and its BBC adaptation.
Wights haunt the vicinity of their own tombs and must return to them during the day, unless they are deep underground.
They'll gain the ability Shuttered Room suggested in their comments section, "undead being vulnerable to weapons that were made while they were still alive, so that rusty old broadsword is of use while that specially imported custom rapier is not." You can reduce them to zero hit points, but they'll dissolve and reform until they're finally dispatched with a suitably ancient implement.
They can track treasure stolen from them, with dire consequences for anyone paid with it.
You'll think you've defeated one only to have it show up at your campfire a night or two later.
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| Cairn in Snow (1807) by Caspar David Friedrich |
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| The Draugen - Theodor Kittelsen |
Wight
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| Can't find the artist for this. Do you know? |
Common Knowledge
- The cairn-kings are unharmed by common blades
- In life, the mound-dwellers amassed great treasures, which they greedily had buried with them
- The belongings of the old lords are often cursed
- Taking their treasures makes them restless
- The Church can end them, but the price is high and they are loath to pay it
- Some of them have been slain more than once
Tactics
Psychology
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| Koschei by Carapace777 |
Encounter design
If they camp nearby after raiding the barrow, they've guaranteed a night time encounter. The wight lurches silently out of the gloom into the light of the campfire. A great image.
If they head back to town and spend treasure, the DM should be merciless in targeting all their favorite NPCs with barrow-gold in their pockets.
Don't make the lore on how to defeat him too hard to find. There's a limit to how many run-ins will be fun. Once the trick is discovered and the right tools are assembled, victory will feel earned.
Epiphenomena
Wights are surrounded by a supernatural chill. It moves ahead of them and warns of their approach.
The barrow in Grettir's saga is filled with horsebones. That rocks.
Animals will refuse to enter a wight's barrow. Even getting them near it will be a struggle.
Sometimes, on especially cold nights, lights will be seen on top of the barrows.
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| Great Baddow Hoard |
Loot
Wights sit on great hoards of treasure. Expect thousands of heaped up coins and a small chest of silver under their feet.
Sometimes their stuff isn't as it seems.
A couple other ideas:
- A cup that when removed from the barrow is no longer hidden from its original owner.
- Piles of gold that, once acquired, the new owner won't part with and must carry with them wherever they go.
Variants and Re-skins:
- Can snuff one mundane light source per round.
- Command (as spell): "Kneel!" "Grovel!" "Give it back!"
- Disorienting fog fills room + adjacent rooms (or 50' radius outdoors)
- When encountered your hirelings must succeed on a morale check or flee.
- Any fire whose light touches the wight permanently dims to the brightness of a candle.
- Emits a choking stink that causes retching and imposes a -2 penalty on attacks and defense rolls
Discussion
Wights won't let go. They clasp onto un-life with their grown-out fingernails and won't let go of their treasures and if you take their baubles, they won't let go of their grudges.
Players who encounter them are likely to walk away with scars that won't wash off easy. Hit points that will take real work to recover. Lost friends that won't be easily forgotten.
Working on this, I've tried to give wights a lane distinct from the en masse, faceless undead that I've covered so far and the unliving-sorcerers (mummies, liches etc.) that I still have to do.
In chasing something memorable, I turned to a lot of very old stories and tried to evoke their spirit.
"Do not go gentle into that good night, Old age should burn and rave at close of day; Rage, rage against the dying of the light." -Dylan Thomas, repurposed.
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| Philippe Druillet |







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