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Wight, Timber

Among the oaklings, death is often considered an inconvenience. In their emotionless pursuit of personal gain, quite a few oaklings experiment with necromancy to prolong their lives. The timber wight is the horrible end result.

Timber Wight CR 5

XP 1,600
LE Medium undead
Init +4; Senses darkvision 60 ft.; Perception +10


AC 22, touch 10, flat-footed 22 (+8 armor, +4 natural)
hp 52 (8d8+16); regeneration 5 (fire)
Fort +3, Ref +2, Will +8
Immune undead traits, plant traits
Weaknesses vulnerable to fire


Speed 30 ft.
Melee claw +14 (1d8+10)
Reach 10 ft.
Spell-like Abilities (CL 8th)

3/daydiminish plants, warp wood (DC 14)
1/dayblight (DC 16), horrid wilting (DC 20)


Str 25, Dex 11, Con —, Int 10, Wis 15, Cha 13
Base Atk +6; CMB +13, CMD 23
Feats Critical Focus, Improved Initiative, Toughness, Weapon Focus (claw)
Skills Perception +10, Intimidate +9
Languages Common, Plant
SQ rooted foot, wicked thorns


Rooted Foot (Ex)

The timber wight can stand up from being prone as a swift action instead of a move action.

Wicked Thorns (Ex)

Any creature striking a timber wight with its body or a hand-held weapon deals damage normally, but at the same time the attacker takes 1d3 points of piercing damage. Any creature involved in a grapple with the timber wight automatically takes this damage once per round at the beginning of the timber wight’s turn.