Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The wight makes two longsword attacks or two longbow attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Undertow. The wight issues a command to all zombies under its control. Any creature within 5 feet of one or more zombies under the wight's control must succeed a DC 13 Strength saving throw or take 5 (1d6+2) bludgeoning damage for each and be pulled 10 feet by the zombie(s) in a direction of the wight's choice.
Life Drain. Ranged Spell Attack: +5 to hit, range 30 ft., one creature. Hit: 6 (1d8 + 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 instantly becomes a zombie under the wight's control. If the zombie is reduced to 0 hit points within 24 hours of being turned, it can be restored to life. Otherwise, its soul is destroyed and it can only be recovered by the wish spell or similar magic. The wight can have no more than twelve zombies under its control at one time.
Wake Dead. The wight creates one zombie under its control in a space within 15 feet of it. The wight can only have up to twelve zombies under its control at one time.
Meat Shield. When the wight is the only target of a spell or an attack, it can select a zombie under its control within 5 feet of the wight or the attacker/caster. The selected zombie becomes the target of the attack or spell and dies.
VILLAIN ACTIONS:
1. Harbinger of Doom. The wight makes one weapon attack with advantage. If it hits, the target takes double damage from zombies under the wight's control until the wight loses concentration (as if concentrating on a spell).
2. Stench of Death. Any creature within 5 feet of the wight or a zombie under its control must succeed a DC 13 Constitution saving throw or become poisoned. It can repeat this saving throw if it ends its turn outside this area, ending this effect on a success.
3. Tsunami of Flesh. A number of zombies under the wight's control equal to 2x the number of creatures hostile to the wight within 120 feet of it appear in spaces within 45 feet of the wight and move up to their speed.
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.
Created by EID0LON a.k.a. atomictrailmix
Comments