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Savage Worlds Free Bestiary - Savagepedia

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21.2. WIGHT CHAPTER 21. W<br />

– Claws: Str+d4. Wights also drain warmth and life from the victim:<br />

a character clawed by a wight must make a Vigor roll; failure<br />

means you lose 1 die type of Vigor and take 1 Fatigue level. On<br />

a success, you only take the Fatigue; with a raise, there ’s no effect.<br />

Lost Fatigue and Vigor returns in 1 hour, provided you have<br />

somewhere to warm up.<br />

– Damnation of the Soul: Any humanoid slain by a wight has a 50%<br />

chance of become one of them within 1d4 rounds. The spawn are<br />

under the command of the wight that created them and remain<br />

enslaved until its death. They do not retain any of the abilities<br />

they had in life.<br />

– Darkvision: Wights can see in complete darkness and through<br />

the thickest smoke or fog; all lighting penalties are cut in half.<br />

– Fear: Anyone who sees a wight must make a Guts check.<br />

– Fearless: Wights are immune to Fear and Intimidation.<br />

– Undead: Wights gain the following benefits: +2 Toughness; +2<br />

to recover from being Shaken; Immune to poison and disease; No<br />

additional damage from called shots.<br />

131

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