Medium Undead, Neutral Evil
Armor Class 16 mage armour
Hit Points 55 (10d6 + 20)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
18 (+4)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws INT +7, WIS +5, CHA +5
Skills Arcana +8, Perception +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Necrotic, Poison
Condition Immunities Blinded, Charmed, Exhaustion, Paralyzed, Poisoned
Senses Darkvision 60 ft., Truesight 60' when in lair, Passive Perception 16
Languages The languages it knew in life
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

This sensitivity does not apply if the creature is in its lair (a radius of 100 yards around its burial area.)

Actions

Multiattack. The wight makes two Life Drain attacks

Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) necrotic damage. The target must succeed on a DC 16 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 thirteen zombies under its control at one time.

Spell DC - 16, Spell to hit +8

Cantrips (at will): chill-touch, shocking-grasp, life drain

1st level (3 slots): mage-armor, magic-missile, shield

2nd level (3 slots): web, ray-of-enfeeblement

3rd level (3 slots): bestow-curse, counterspell

4th level (2 slots): blight, dimension-door

Reactions

Feed on death. When an opponent falls within 10 feet the wight may use its reaction to heal to by the creature's max hp value, draining the creature as black tendrils momentarily join the two. This cannot cause the wight to go beyond its max hp value. This drain also causes the opponent to suffer one failed death save immediately.

Description

Wights are intelligent undead humanoids that resemble armed and armored corpses. They never tire in pursuit of their goal of making eternal war against the living.

Wight arcanists were powerful necromancers. Upon becoming wights they lose much casting flexibility and are bound loosely to their place of burial. In return they no longer depend upon spell books and have eternal existence.

A wight arcanist regains use of all spells at dusk.

Spells and AC assume that mage armor is pre-cast each day and active when encountered

Lair and Lair Actions

The lair of a wight is 100 yards radius from its burial spot. The burial area of a Wight champion exudes a chilling aura which slows and numbs. Initiative rolls are made at disadvantage.

While in its lair the wight will flee towards its burial spot if subject to turning effects. Within 5' of its burial spot it is immune to turning effects. Outside its lair it is at disadvantage vs turning effects.

Zombies created by the wight have advantage on saves vs turning effects while in its lair area.

Habitat: DesertSwampUnderdarkUrban

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