Medium Undead, Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 60 (8d8 + 24)
Speed 30 ft.
STR
17 (+3)
DEX
14 (+2)
CON
17 (+3)
INT
6 (-2)
WIS
11 (+0)
CHA
12 (+1)
Skills Perception +2, Stealth +4
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 12
Languages Troglodyte
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Chameleon Skin. The troglo-wight has advantage on Dexterity (Stealth) checks made to hide.

Necrotic Stench. Any living creature that starts its turn within 5 feet of the troglo-wight must succeed on a DC 13 Constitution saving throw, or take 5 (2d4) necrotic damage and be poisoned until the start of the creature's next turn. On a successful saving throw, the creature cannot be poisoned by the stench of all troglodytes and troglo-wight for 1 hour. The creature can still take necrotic damage from a troglo-wight's necrotic stench during this hour, but only takes 2 (1d4) necrotic damage if they fail their saving throw.​

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

Actions

Multiattack. The troglo-wight makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage plus 5 (1d10) necrotic damage; if the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer 1 level of exhaustion. This exhaustion remains until it is healed magically: a Lesser Restoration can remove one level of exhaustion from a victim with two or fewer levels, a Greater Restoration will remove three levels of exhaustion. The target dies if it suffers 6 levels or exhaustion.​

 A humanoid slain by this attack rises 24 hours later as a zombie under the troglo-wight's control, unless the humanoid is restored to life or its body is destroyed. The troglo-wight can have no more than twelve zombies under its control at one time.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 5 (1d10) necrotic damage.

 

Description

Troglo-wights can be created when troglodytes are slain by an undead being of great power or in a locale blighted by great evil. Dark powers then granted their spirits corporeal undeath, leaving them to wreak havoc among the living. They appear as deathly pale troglodytes with dark eyes, which blaze with a white spark when living prey is attacked.​
 
Possessing the (admittedly limited) intellect of their formerly living selves, troglo-wights have some capacity for planning and free will. This is usually overridden by their compulsion to serve the agents that made them.​
 

 Unearthly Cave Dwellers. Their subterranean origins allow troglo-wights more freedom than sun-fearing undead have above ground. They are less likely to be bound to a specific lair location.

(Original monster designed by Casimir Liber and Cleon on the Creature Catalog Monster Homebrews forum) 

Previous Versions

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12/29/2022 10:01:46 PM
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