Medium Undead, Neutral Evil
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.
STR
13 (+1)
DEX
6 (-2)
CON
16 (+3)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
Saving Throws WIS +0
Damage Immunities Poison, Psychic
Condition Immunities Poisoned
Senses Blindsight 20 ft. , Passive Perception 8
Languages understands the languages it knew in life but can't speak
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Wailers Wreath. Any humanoid creature that starts its turn within 10 feet of the infected creature in the throes of its weeping must succeed on a DC 14 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the wights weeping of that particular infected creature for 24 hours.

Any event that causes the infected creature great stress — including entering combat, taking damage, experiencing fear, or having a nightmare — forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with uncontrollable weeping for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the weeping and the incapacitated condition on a success.

At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of Wights Weeping drops by 1d4. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness. 

 

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Description

Weeping Wights move with a jerky, uneven gait. They are clad in the moldering apparel they wore when put to rest, and carry the stench of decay. The dead who died of Weeping Fever do not naturally raise from their painful demise, but the fever can stay with the corpse for years after their death, allowing necromancers to create biological weapons from the fallen corpses. 

Habitat: MountainUrban

Tyson_Of_Mathis

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