The Dragonlance Nexus

Printed From:

Shadow Wight

D&D 3e (3.0/3.5) Rules

by James O'Rance

Medium-size Undead (Incorporeal)
Hit Dice: 6d12 (39 hp)
Initiative: +2 (Dex)
Speed: 30 ft., fly 60 (good)
AC: 16 (+2 Dex, +4 deflection)
Attacks: Touch +5 melee
Damage: 0
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Despair, nullify
Special Qualities: Divine vulnerability, SR 13, sunlight sensitivity
Saves: Fort +2, Ref +5, Will +5
Abilities: Str —, Dex 15, Con —, Int 10, Wis 10, Cha 18
Skills: Hide +11, Listen +9, Search +4, Sense Motive +9, Spot +9
Feats: Blindfight, Weapon Finesse (Touch)
Climate/Terrain: Any land
Organisation: Solitary, pair, or pack (2-5)
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: 7-16 HD (Medium-size)

Shadow wights appear as shadows or black clouds roughly the size of a human. They are actually "living" holes in the fabric of reality; those who gaze upon them do not look at them but through them. They inhabit the lonely and desolate places of the world, making them even more desolate by their presence. Shadow wights exist (if they truly exist at all) to eliminate all living beings from the memory, body, and soul of the world.


Shadow wights are entirely insubstantial—they can strike their enemies, but are entirely unable to cause physical harm.

Despair (Su): When a shadow wight moves close enough to engage in melee combat, it assumes the physical appearance of its victim and begins to speak hypnotic words of despair. Other characters cannot perceive either these words or change in form. This verbal attack supernaturally persuades the victim that she is worthless, unless she resists by making a Will saving throw (DC 17). If the victim succumbs to this despair, she suffers a -4 morale penalty to attack rolls, saves, attribute checks and skill checks for the rest of the encounter.

Divine Vulnerability (Ex): Shadow wights are vulnerable to weapons that have been blessed; if struck by such a weapon, the creature must make a Fortitude check (DC 10 + damage rolled) or immediately perish, destroying the weapon. A successful attack roll allows a cleric to make an unarmed strike against a shadow wight by touching it with his holy symbol; however, the holy symbol disappears forever along with the shadow wight.

Nullify (Su): The shadow wight can nullify the existence of any character who has succumbed to its despair attack, sweeping her out of existence with a successful attack roll. Not only is the victim destroyed, but her existence is wiped from the memories of all who once knew her. No one, not even relatives and close friends, can remember the victim; only written records and physical evidence enable anyone to know that the victim ever existed. Because of the nature of this attack, victims cannot be brought back by any means, not even a wish.

Sunlight Sensitivity (Ex): Ordinary sunlight annoys shadow wights to the point that they avoid it whenever possible, but it does not actually harm them. However, light-based magic disrupts a shadow wight's powers, preventing it from taking the shape of their victims or using its Despair and Nullification powers.

Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armour. Always moves silently.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, energy drain, or death from massive damage. A raise dead spell will destroy the shadow wight if it does not make a Will saving throw.

Fan Ratings

Oops! You don't have the site cookie set. Please wait a minute and try again or click the help icon for more information.
. Tell us what you think! 

This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.