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Wight

Wight

“Clad in rusted honor and bound by deathless pride, it does not forget the oaths it swore—only to whom they were sworn.”
Roaming Monster – Undead
Category:
Cursed Knight / Revenant
Threat Level: Medium–High
Group Size: Solo or pair (never in large numbers)


Stat Block

MWSBSSTWIALd
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Equipment

  • Cursed Blade
  • Two-handed weapon
  • Ignores armor on a natural 6 to wound
  • Any model wounded by this weapon must roll a D6: on a 1, they cannot run or charge next turn (soul-chill effect)
  • Ancient Plate Armor
  • 4+ armor save
  • Not affected by movement penalties

Special Rules

Undead

  • Immune to psychology, poison, and All Alone
  • Causes Fear
  • Immune to Stun (treat as Knocked Down instead)

Soulbound Strike

  • On any turn in which the Wight charges, all successful wounds cause -1 Leadership to the target for the remainder of the battle (stacking)

Unyielding Will

  • Wight never fails Rout tests
  • Will continue to fight even if reduced to 1 Wound and all allies are gone

Oath of Death

  • If killed by a model, mark that model:
  • Until the end of the campaign, that model must reroll all successful Leadership tests taken alone (haunted by the Wight’s curse)
  • Can only be lifted by a priest, Temple of Morr ritual, or defeating another Wight in solo combat

Dread Aura (Optional Upgrade)

  • Enemies within 6" must pass a Fear test at -1 Ld
  • Does not affect Undead or Possessed

Behavior (AI Table – Optional)

D6Behavior
1–2Marches slowly toward the nearest visible enemy.
3–4Issues a silent challenge—if any enemy is within 6", charges that model only.
5Moves toward the nearest fallen hero or important objective (drawn by residual purpose).
6Lingers still for one round—gaining +1 WS and +1 Strength next turn (as if summoned vengeance).

Encounter Hooks

  • Often found guarding cursed crypts, noble tombs, or forbidden gates.
  • May appear as the final defense of a necromantic warband, or as a lingering soul defending its ancient keep.
  • Some say defeating a Wight in honorable combat grants a blessing—or a curse.
  • Rare lore implies Wights may retain flickers of memory and can be momentarily swayed by symbols of their past life.

Species
Children

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