Neverwights are humans/elves/dwarves and the like who have been sealed into soulless unlife. They are more powerful than regular wights and their skin is more silvery than white. Powerful and immortal in that they no longer age, get ill or can die in conventional manners.
Called wights because they’re bodies no longer contain blood. Neverwights subsist on life force and have the ability to feed on those they wound with their blades or manage to touch. If denied any life force for prolonged periods of time neverwights will grow lethargic and eventually be rendered comatose. They will not however die.
Neverwights are vulnerable to being compelled by the most powerful servants of death and are able to command lesser undead themselves.
Neverwights are always either extremely ancient or were immensely powerful in life. They retain their mortal intelligence and can add endlessly to it though an eternal unlife. They are also heavily physically enhanced by the transformation. They do not need to breathe, eat or drink to sustain themselves.
Base Neverwights off the Wight stats (MM 255) but are significantly enhanced.
They have a base HD of 14 not 4 (14xD12= 84 average)
Add the ability to command undead as per the evil cleric ability for their HD. All regular wights are subject to the command of any Neverwight without a check unless they are already under the control of another servant of death.
If a Neverwight is able to use its energy drain it conveys 10 temporary hit points not 5.
If it is able to grapple and render its enemy haelpless it can doublet this effect. Once this has been done as many times as the Wights current HD squared it is able to gain a new HD along with other benefits of such including feats, base attack (+ 1 progression instead of normal + 1/2 and increased resistances (Weak Fort high Ref and high Will), skills (4 + INT) etc.
Every HD increase is accompanied by an increase of + 1 STR, DEX and CHA along with regular HD benefits. (For a Neverwight HD is D12, BAB is + 1/lvl saves are Strong REF and WILL Skills 4 + INT)
Fascinate as a wizard of equal level Save = 10+1/2 HD + CHA. A person who has passed the save does not need to make it again for the same Neverwight for a week.
Dominate as a wizard of equal level Save = 10+ 1/2 HD + CHA
Spell resistance 10+ 1/2 HD
Regeneration 40 and can regenerate from any normal wound.
They also have damage reduction/good 10.
Evasion – Neverwights are so skilled and dexterous they can evade most attacks.
Ethereal – A Neverwight can become ethereal as a standard action at will.
Undead traits. (Exception they have intelligence)
– only possible through three different methods.
Wights have regeneration 40 and can regenerate from any normal wound. They also have damage reduction/good 10.
Positive energy – this is the antithesis of all a wight is. It uses negative energy to feed on the positive life force of others but in its true form this energy is utterly destructive to wights. Damage dealt from this force including Good aligned weapons and spells with the good descriptor cannot be regenerated and bypasses their damage reduction. A Neverwight’s evasion does not apply against effects with the good descriptor.
Fire – Wights are not immune to fire and wounds dealt by fire will not heal. If a Wight’s corpse is burned it will not rise again. Holy fire is doubly effective and Wights are considered vulnerable to this. Multiply all damage by 2 and increase all save DCs by 4. A Neverwight’s evasion does not apply against fire attacks.
True Death – Those who know the secrets of Soulcraft or have a Soulcrafted True Death weapon will find it efficacious against Wights.
It should also be noted that, like lesser wights, Neverwights retain something of who they were before they lost their souls. Often this will mean they have otehr skills and abiltities from their previous lives. In the case of Neverwights this is even more likely.
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