Saturday, 24 January 2026

Let’s Convert the Monster Manual: Wight, Will-o-(the)-Wisp, Wind Walker, Wolf, and Wolverine

This is the penultimate post before the Monster Manual is completely converted. Let us take a moment to stop and look back. We now have all of the Fiend Folio and almost all of the Monster Manual converted. That is a considerable amount of work.

If you like this material, there are over 500 statblocks in the Cyclopedia of Common Animals. I am currently at work on the Cyclopedia of Common Faeries, as well as a more general monster book. There are a few statblocks in the Preview Version of Deities & Powers of the Middle World, as well as a whole host of other goodies. 

If you like what you see, and you are able (because I know many of us are hurting right now), please consider supporting these efforts. I am trying to build a sandbox setting where other writers and publishers are invited to play. That's why the Cyclopedia of Common Animals offers such generous terms for using its material.  

Anyway, back to the Monster Manual.

These are almost all monsters which I look upon fondly, with the wind walker being the only one which I not only never used, but forgot about entirely! If you have ever used wind walkers to good effect, I would love to hear the tale.

Without further ado:

Wight: Init +0; Atk cold touch +2 melee (XP drain), AC 15; HD 3d12; MV 30’; Act 1d20; SP un-dead, XP drain (Will DC 20 or lose 1d5 XP), create spawn, sunlight vulnerability; SV Fort +5, Ref +0, Will +4; AL C.

Wights are corporeal un-dead creatures which inhabit ancient barrows, catacombs, and similar underground places of internment. Wights attack with a cold touch that permanently drains 1d5 experience points unless a DC 20 Will save succeeds. XP drain does not result in loss of levels, although any lost XP must be made up before new levels can be gained. If XP is reduced below 0, the victim dies and rises as a wight after 1d5 hours.

This version of the wight is largely taken from this post, but this post offers another take:

Major Wight: Init +4; Atk longsword +6 melee (1d8 plus sleep and paralysis) or spell; AC 16; HD 8d12; MV 30’; Act 1d20; SP Un-dead, sleep and paralysis (Fort DC 10 + damage done or fall into a deep sleep for 3d6 turns; upon waking, target is paralyzed until they succeed in a DC 10 Will save [1 attempt per round]), fear aura (60’ radius, Will DC 12 or unable to take any action for 1d5 rounds [once per encounter]), reform in 3d3 turns unless banished or otherwise dispelled, spellcasting (+8 bonus to spell check: chill touch, sleep, ventriloquism, and weather control); SV Fort +4, Ref +3, Will +7; AL C.

Lesser Wight: Init +2; Atk longsword +4 melee (1d8 plus sleep and paralysis); AC 16; HD 6d12; MV 30’; Act 1d20; SP Un-dead, sleep and paralysis (Fort DC 5 + damage done or fall into a deep sleep for 3d6 turns; upon waking, target is paralyzed until they succeed in a DC 5 Will save [1 attempt per round]), fear aura (30’ radius, Will DC 8 or unable to take any action for 1d3 rounds [once per encounter]); SV Fort +3, Ref +2, Will +5; AL C.

Minor Wight: Init +0; Atk longsword +3 melee (1d8 plus paralysis); AC 16; HD 4d12; MV 30’; Act 1d20; SP Un-dead, paralysis (Fort DC = damage done or paralyzed 1d3 rounds), fear aura (15’ radius, Will DC 6 or unable to take any action for 1d3 rounds [once per encounter]); SV Fort +2, Ref +0, Will +3; AL C.

Either version is likely to cause some level of trepidation for your jaded adventurers!

Will ‘o’ the wisp: Init +0; Atk energy discharge +3 ranged (1d5+3); AC 15; HD 1d3; MV 60’; Act 1d20; SP infravision 60’, detect the living 250’, entrance, invisibility, exude despair; SV Fort +0, Ref +8, Will +3; AL C.

These corpse-candles appear as red, green, yellow, or blue lights that misguide the paths of those who they can tempt into following them. Each has the power to entice victims into following it; a DC 15 Will save (+1 for each additional will ‘o’ the wisp beyond the first) is required to resist following the corpse lights for 1d3 turns. Their destination is always some bog, monster, trap, or other dangerous situation. When leading others, they do not move faster than is needed to keep ahead.

Will ‘o’ the wisps can defend themselves with energy discharges, up to a range of 30’. They can become invisible or visible at will by using an Action Die. Finally, a will ‘o’ the wisp can exude despair once per day, to a range of 60’. Any creature caught in this radius must succeed in a DC 20 Will save or become overwhelmed with despondency, taking no actions for 1d3 turns unless directly attacked.

Taken from this post.

Wind Walker: Init +6; Atk wind buffet; AC 13; HD 6d8; MV 40’ or fly 60’; Act special; SP wind buffet (3d6), non-corporeal, naturally invisible, telepathy 50’ range, cannot surprise opponents, spell vulnerabilities; SV Fort +0, Ref +8, Will +4; AL N.

These invisible, non-corporeal creatures are composed of elemental air. They are sometimes encountered among mountain peaks or in the service of storm giants or powerful wizards, but they can also be found in the depths of the earth, where vast cave systems create their own wind.

Wind walkers cannot surprise creatures that can hear, because the sound of great winds always heralds their coming. When they attack, they buffet opponents within 30’ with high winds, rolling a single attack roll against all opponents in range (similar to the attack action of swarms).

Because they are composed of wind, a successful weather control or reversed gust of wind spell does damage to a wind walker equal to the spell check result.

Wolf: See the core rulebook, page 431, for both wolves and dire wolves. These are reproduced in the Cyclopedia of Common Animals, along with giant wolves, giant two-headed wolves, arctic wolves, desert wolves, and red wolves. I have also included some wild canines that aren’t wolves, like the dhole, dingo, coyote, and maned wolf. I did not, however, include a winter wolf, so that appears below.

Winter Wolf: Init +5; Atk horn +6 melee (1d8) or breath weapon; AC 15; HD 4d6; MV 40’; Act 1d20; SP breath weapon (cone of cold, 10’ long with 10’ base, 2d12 damage, Fort DC 25 for half), immunity to cold; SV Fort +5, Ref +3, Will +4; AL L.

Wolverine: See the Cyclopedia of Common Animals for both normal and giant wolverines.

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