Medium Undead, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 90 (12d8 + 36)
Speed 20 ft.
STR
15 (+2)
DEX
16 (+3)
CON
17 (+3)
INT
11 (+0)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws DEX +6, CON +6
Damage Vulnerabilities Thunder
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison, Psychic
Senses Darkvision 60 ft., Passive Perception 12
Languages Understands the languages it knew in life but can't speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Amorphous. The ash wight can move through a space as narrow as 1 inch wide without squeezing.

Fire Absorption. Whenever the wight is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Immutable Form. The wight is immune to any spell or effect that would alter its form.

Paralytic Ashes. Any creature that starts its turn within 5 feet of the ash wight must make a DC 14 Constitution saving throw or be poisoned for 1 hour. While poisoned in this way, the target is paralyzed. A target succeeds this saving throw is immune to the paralytic ashes of all ash wights for 24 hours.

Particulate Weakness. The ash wight has disadvantage on all attack rolls and ability checks while subjected to strong winds or heavy rain, such as those caused by inclement weather or the gust of wind or sleet storm spell. If the ash wight moves through water of 1 foot in depth or more it treats the water as difficult terrain, and takes 2 (1d4) cold damage for each 5 feet it moves. The same is true for every gallon of water to which its body is exposed.

 

Actions

Multiattack. The wight makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 3) bludgeoning damage plus 3 (1d6) fire damage plus 3 (1d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

Burning Dervish (Recharge 5-6). The ash wight sets its body aflame, briefly invoking the pyre that consumed its final form in life. Each creature within 10 feet of the wight must make a DC 14 Dexterity saving throw or take 13 (3d8) fire damage and be blinded for one minute. On a success the target takes half damage and is not blinded.

Habitat: DesertUrban

Natu_bien

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