Page 5 - Eng Темная магия
P. 5
Life Eaters Alignment. Wights are transformed by dark entities to serve
their needs, and therefore are most often evil themselves.
Neither dead nor alive, a wight exists in a transitional state Although they retain their memories and personalities, Wights are
between one world and the next. The bright spark it possessed in only created from evil and vain humans, so they will remain evil
life is gone, and in its place is a yearning to consume that spark in unless they change their alignment after reaching undeath.
all living things. When a wight attacks, this life essence glows Size. Wights are between 5 and 6 feet tall and average about
like white-hot embers to its dark eyes, and the wight's cold touch 180 pounds. Your size is medium.
can drain the spark through flesh, clothing, and armor.
Speed. Your base walking speed is 30 feet.
Shadow of the Grave Darkvision. As a being forced to live in darkness, you have
superior vision in dark and dim conditions. You can see in dim
Wights flee from the world by day, away from the light of the light within 60 feet of you as if it were bright light, and in
sun, which they hate. They retreat to barrow mounds, crypts, and darkness as if it were dim light. You can’t discern color in
tombs where they dwell. Their lairs are silent, desolate places, darkness, only shades of grey.
surrounded by dead plants, noticeably blackened, and avoided by Sunlight Sensitivity. You have disadvantage on attack rolls and
bird and beast. on Wisdom (Perception) checks that rely on sight when you, the
Humanoids slain by a wight can rise as zombies under its target of your attack, or whatever you are trying to perceive is in
control. Motivated by hunger for living souls and driven by the direct sunlight.
same desire for power that awakened them in undeath, some Undead. You are considered undead for effects such as turn
wights serve as shock troops for evil leaders, including wraiths. undead and many healing spells. You are immune to disease and
As soldiers, they are able to plan but seldom do so, relying on the poisoned condition, and you have resistance to poison
their hunger for destruction to overwhelm any creature that stands damage. You do not need to eat or breathe, but you can ingest
before them. food or drink if you wish. Instead of sleeping, you enter an
Wight Names inactive state for 4 hours each day. You do not dream in this state,
but resting in this way is otherwise identical to sleeping.
Magically induced sleep can cause you to enter this inactive state.
When they are created, a wight keeps all of the memories of its Life Drain. When you kill a humanoid, you can choose to have
former life, and therefore keeps its name as well. Therefore, it rise 24 hours later as a zombie under your control, unless it is
wights can have all types of names based on whatever race they restored to life or its body is destroyed. Only one zombie may be
were in life.
created through this ability at any one time; if another is created
Wight Traits then the first becomes inanimate.
The zombie has the statistics of the Zombie (Monster Manual
Your wight character has certain traits derived from its undead pg. 316), except its hp value is instead equal to three times your
nature. level.
Ability Score Increase. Your Constitution score increases by 2, Languages. You can speak, read, and write Common and one
and your Charisma score increases by 1. other language you knew in life.
Age. As beings of undeath, Wights do not age or mature, and
they may live for thousands of years if they are not killed in
battle.

