Medium Undead, Neutral Evil
Armor Class 17 (half plate)
Hit Points 136 (10d12 + 66)
Speed 35 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)
Skills Acrobatics +4, Athletics +5, Perception +3, Stealth +4
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 13
Languages The languages it knew in life
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Undead Fortitude. If damage reduces the Chosen Wight 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 Chosen Wight drops to 1 hit point instead.

Detect Life. The Chosen Wight can magically sense the presence of creatures up to 200 feet away that aren’t undead or constructs. It knows the general direction they’re in but not their exact locations.

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

Innate Spellcasting. The Chosen Wight's spellcasting ability is Charisma (spell save DC 12). The Chosen Wight can innately cast the following spells, requiring no material components:

Cantrips (at will): Toll the Dead, Chill Touch
2/day each: Ray of Enfeeblement, False Life (2nd Level; self only), Jump (self only)

Actions

Multiattack. The Chosen Wight makes two sword attacks or two longbow attacks. It can use its Essence Drain in place of one sword attack.

Essence Drain. Melee Spell Attack: +5 to hit, reach 10 ft., one creature. Hit: 1d8 + 2 necrotic damage. The target must succeed on a DC 15 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.

If the target is an undead creature the attack deals maximum damage and the creature saves with disadvantage.

A living humanoid slain by this attack rises 24 hours later as a shadow under the Chosen Wight's control, unless the humanoid is restored to life. The Chosen Wight can have no more than twelve shadows under its control at one time.

An undead with a soul (at DM's discretion; e.g. ghost) slain by this attack rises immediately as a specter under the Chosen Wight's control. The Chosen Wight can have no more than six specters under its control at one time.

Pernicios (Shortsword). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1d6 + 3 piercing/necrotic/force damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 3) piercing damage.

Call to Arms (Pernicios). The Chosen Wight can summon a soul from the sword to fight for it as a Reawakened Fallen. The sword has to contain at least 10 souls to perform this action. (see Pernicios for the rules)

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. The Chosen Wight is a wight separated from the rest by a powerful Undead for a special task. Thus it was given more power and better arms to achieve his goal.

Habitat: DesertSwampUnderdarkUrban

Breza77

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