Wight
Wight
The word "wight" meant "person" in days of yore, but the name now refers to evil undead who were once mortals driven by dark desire and great vanity. When death stills such a creature's heart and snuffs its living breath, its spirit cries out to the demon lord Orcus or some vile god of the underworld for a reprieve: undeath in return for eternal war on the living. If a dark power answers the call, the spirit is granted undeath so that it can pursue its own malevolent agenda. Wights possess the memories and drives of their formerly living selves. They will heed the call of whatever dark entity transformed them into undead, swearing oaths to appease their new lord while retaining their autonomy. Never tiring, a wight can pursue its goals relentlessly and without distraction.
Armor Class | 14 (studded leather) | ||
---|---|---|---|
Hit Points | 6d8+18 | ||
Speed | 30ft. | ||
Strength | 15 (+2) | ||
Dexterity | 14 (+2) | ||
Constitution | 16 (+3) | ||
Intelligence | 10 (+0) | ||
Wisdom | 13 (+1) | ||
Charisma | 15 (+2) | ||
Skills | Perception d20+3 | Stealth d20+4 | |
Damage Resistances | Necrotic | Bludgeoning | Piercing |
Slashing from nonmagical weapons that aren't silvered | |||
Damage Immunities | Poison | ||
Condition Immunities | Exhaustion | Poisoned | |
Senses | Darkvision 60ft. | Passive Perception 13 | |
Languages | The languages it knew in life | ||
Challenge | 3 (700 XP) | ||
Special | Sunlight Sensitivity | While in sunlight, the wight has a disadvantage on attack rolls, | as well as on Wisdom (Perception) checks that rely on sight |
Action 1 | Multiattack | The wight makes two longsword attacks or two longbow attacks. | It can use its Life Drain in place of one longsword attack |
Action 2 | Life Drain | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one creature | Hit 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. |
A humanoid slain by this attack rises 24 hours later | as a zombie under the wight's control, | unless the humanoid is restored | to life or its body is destroyed. |
The wight can have no more than twelve zombies | under its control at one time | ||
Action 3 | Longsword | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d8+2 slashing damage | 1d10+2 slashing damage if used with two hands | |
Action 4 | Longbow | Ranged Weapon Attack | d20+4 to hit |
Range 150/600 ft., one target | Hit 1d8+2 piercing damage |
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