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Hit Dice: 8d12 (52 hp)
Speed: 40 ft. (8 squares)
Armour Class: 22 (+4 Dex, +8 natural), touch 14, flat- footed 18
Base Attack/Grapple: +4/+9
Attack: Slam +9 melee (1d6+7 plus energy drain)
Full Attack: Two slams +9 melee (1d6+7 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, energy drain
Special Qualities: Undead traits, unhallowed lair
Saves: Fort +2, Ref +6, Will +8
Abilities: Str 20, Dex 18, Con —, Int 11, Wis 15, Cha 17
Skills: Hide +17, Listen +15, Move Silently +25, Spot +15
Feats: Alertness, Blind-Fight, Stealthy
Environment: Any underground
Organisation: Solitary or pack (1–4 cavewights and 9–12 normal wights)
Challenge Rating: 7
Alignment: Always lawful evil
Advancement: 9–12 HD (Medium)
Level Adjustment: —.
This creature resembles a human corpse, but its eyes gleam brightly and its teeth are wickedly sharp. A crown of pale fi re fl ickers around its brow.
Wights have a particularly strong connection to the Negative Energy Plane. Its dark energies course through the channels of their collapsing veins and rotting flesh, lending unholy strength and vitality to their tissues. In the sight of the living world, the wights are black holes in the fabric of life, draining the positive energy of Creation by their mere presence.
Should a wight linger in a particular cave or tomb for long enough – a century or so, depending on the amount of vegetation and other living things in the vicinity and the quality of any wards or holy blessings placed on the area – then its negative energy permeates its lair, turning the lair into an outcropping of the negative realm. The wight feeds on this negative energy, becoming even more powerful. These greater horrors are called cavewights, as they are only found in such dark places. They are lords of wight- kind, each one ruling over a little dynasty of wights. They cannot travel far from their twisted demesne easily, but in their place of power, they are exceedingly dangerous foes.
Like all wights, cavewights desire to consume all the life of the world and condemn all things to undeath, but their age and power gives them a canniness and a patience that lesser wights cannot comprehend. While a normal wight might attack a town and randomly turn unfortunate folk into more wights, a cavewight is capable of coming up with a clever plan, such as first turning the town guard and watchmen so the lesser folk have no warning when the real attack comes and no warriors to co-ordinate a defence.
Cavewights fight largely like normal wights, but their familiarity with their lair means they often employ mazes, traps and similar tactics. They are unnaturally stealthy, so they can easily creep up behind sentries and guards on night watch to murder them.
Create Spawn (Su): Any humanoid slain by a cavewight rises as a normal wight in 1d4 rounds. Spawn are under the control of the cavewight who created them and remain enslaved until death. Any further spawn created by the spawned wights are also under the control of the cavewight. Spawned wights do not possess any of the abilities they held in life.
Energy Drain (Su): Living creatures struck by the cavewight’s slam attack gain one negative level. The Fortitude save DC to remove the negative level is 17. The save DC is Charisma-based. For every negative level dealt, the cavewight gains fi ve temporary hit points.
Unhallowed Lair (Su): A cavewight’s lair is under the effects of a permanent unhallow spell, cast as if the cavewight was an 8th level cleric. The whole lair is under the effects of this ability. The whole area is under the effects of a magic circle against good, checks to turn undead suffer a –4 penalty (checks to rebuke gain a +4 profane bonus) and one of the following spell effects is also tied to the unhallowing (cavewight’s choice): aid, bane, cause fear or resist energy.
Skills: Cavewights gain a +8 racial bonus to Move Silently checks.