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
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 4 | 0 | 4 | 4 | 2 | 2 | 2 | 8 |
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)
D6 | Behavior |
---|---|
1–2 | Marches slowly toward the nearest visible enemy. |
3–4 | Issues a silent challenge—if any enemy is within 6", charges that model only. |
5 | Moves toward the nearest fallen hero or important objective (drawn by residual purpose). |
6 | Lingers 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.
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