Greater Wight

AUTHOR: Matt Kearns (GandalfOfBorg)

ISSUE: 13:33

 

Attributes

BRG 14 (+4)*

NIM 8 (+1)

PER 12 (+3)*

STR 12 (+3)

VIT 10 (+2)

WIT 11 (+2)

Reactions

STAM +7

SWIFT +4

WILL +6*

WIS +4

 

Defence

11

Size

Medium

Courage

0

Health

15

Move

6

Renown

10

 

Edges

none

Flaws

none

Special Abilities

Icy Touch, Turning, Undead Stamina, Spells

Skills

Armed Combat: Blades (Longsword or Short Sword or Dagger) +6, Intimidate (Fear) +6, Language: Understand Westron +4, Language: Black Speech +4, Observe (Sense Power, Spot) +8, Stealth (Hide) +8

 

TN Equivalent

17

 

Description

Greater wights look the same as lesser Barrow-wights, but are able to retain a more human appearance when the evil spirit occupies its chosen body.

 

 

Unique Special Abilities

Turning: By killing a living person in a ritual that takes five minutes uninterrupted, the person's corrupted spirit will rise the next night, becoming a wight under the command and will of the Greater Wight.

 

Spells: Blast of Sorcery, Command, Evoke Fear, Sense Power, Slumber, Shadow of Fear, Veiling Shadow

 

 

History

These wholly evil and ghastly spirits are the most powerful of the terrifying essences that the Witch-king let loose upon the North Kingdom of Arnor and its remains.

 

 

Habitat

Along with the lesser spirits, they inhabit the sacred burial mounds, fields of the dead, and other dark evil places. The areas where their evil takes root is infected by the spread of fear.

 

 

Society

They are very powerful spirits and exert their power and command over lesser powers and use them to the evil ends as designed by the Witch-king.

 

 

Usage

Greater Wights are most aptly used against large parties of PC's where they can command a host of Barrow-wights or lesser evil spirits to waylay them or become a nasty surprise upon a group of treasure-hunters or those on quests.