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 |
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.