Medium undead, lawful neutral
Armor Class: 16 (Scale Mail
Hit Points: 54 (8d8 + 18)
Speed:
30 ft
Saving Throws: cold, fire (while holding Frost Brand), necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Skills: Athletics +4, Perception +3, Stealth +4
Damage Immunities: poison
Condition Immunities: exhaustion, poison
Senses: darkvision 60ft., passive Perception 13
Languages: Common, Draconic
Challenge Rating: 4
Metamagic. Torvaar has 4 sorcery points he can use on the following options:
- Flexible Casting. As a bonus action, you can convert 2 sorcery points into a 1st level spell slot, or 3 into a 2nd level spell slot, or vice versa.
- Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
- Twinned Spell. When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
Spellcasting. Torvaar is a 4th-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): Chill Touch, Frostbite, Gust, Ray of Frost, True Strike
1st Level (4 slots): False Life, Ice Knife, Shield
2nd Level (3 slots):
Flash Freeze, Shatter
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. Torvaar makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.
Frost Brand. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 2) slashing damage plus 3 (1d6) cold damage.
Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.