Gargantuan Undead, Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 323 (17d20 + 153)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
10 (+0)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +7, CON +16, WIS +9, CHA +11
Skills Perception +16, Stealth +7
Damage Resistances Fire, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages The languages it knew in life
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If the dracowight fails a saving throw, it can choose to succeed instead.

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

Actions

Multiattack. The dracowight can use its Frightful Presence. It then makes three attacks: one with its bite or life drain and two with its claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) necrotic damage.

Life Drain. Melee Weapon Attack: +17 to hit, reach 5 ft., one creature. Hit: 5 (4d6 + 10) necrotic damage. The target must succeed on a DC 21 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 dracowight'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.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5–6). The dracowight exhales shadowy energy in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dracowight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dracowight makes a Wisdom (Perception) check.

Tail Attack. The dracowight makes a tail attack.

Wing Attack (Costs 2 Actions). The dracowight beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

The odor of death and sulfur surrounds a red dracowight , whose swept-back horns and spinal frill define its silhouette. Its beaked snout leaks necrotic ooze, and its eye sockets glow red when it is angry.

Monster Tags: undead

Habitat: HillMountainSwampUnderdark

Solor01

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