Medium Or Small Undead, Chaotic Evil
Armor Class 12
Hit Points 67 (9d8 + 27)
Speed 30 ft., Swim 40 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
12 (+1)
CHA
17 (+3)
Skills Stealth +4
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Senses Darkvision 60 ft., Passive Perception 13
Languages Only languages it knew in life
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Water Susceptibility. The Water Wight is invisible unless seen through water (such as when the Water Wight is under water, reflected in a pool, or glimpsed through rain). Creatures that have truesight can see the Water Wight as though it were made of water droplets.

If the Water Wight comes into contact or suffers damage from holy water, it becomes visible for 1d4 rounds and it gains one free use of its Drowning Aura ability.

Incorporeal Wake. The Water Wight is incorporeal and can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. However, it causes physical objects it comes into contact with to become wet, leaving wet footprints, handprints and silhouettes in its wake.

Dragging Demise. The Water Wight can use its malevolent will to magically restrain a creature with a mere touch. A creature grappled by the Water Wight is considered to be magically restrained so long as the grapple continues.

What's more, the Water Wight is able to drag a large or smaller creature it is grappling without being encumbered or being hindered by any difficult terrain.

Bound by Vengeance. If the Water Wight is destroyed, its essence lingers and it returns to unlife at the place of its death at the next full moon. However, the Water Wight cannot rejuvenate if its earthly remains are submerged in holy water during this event. The spirit may be laid to rest more permanently only once it feels its vengeance is complete.

Actions

RestrainingTouch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) necroticdamage and the target is grappled and magically restrained by the Water Wight. A creature reduced to 0 hit points by this attack is unconscious but stable.

A grappled creature can make a DC 13 Strength saving throw at the end of each of its turns, ending the effect on a success.

Luring Lament. The Water Wight targets a creature of its choice within 60 feet of it that it is aware of and attempt to beguile it with a lamenting lullaby, barely loud enough to hear and too quiet for the target to distinctly make out. The song is an auditory illusion within the creature’s mind, only audible to the target creature, even if it is deafened.

The target must succeed on a DC 13 Wisdom saving throw or be charmed by the Water Wight for 1 minute. The target has disadvantage on this saving throw if it is unconscious.

A creature charmed in this way is compelled to follow the Water Wight, even into perceivable danger, and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Water Wight's Luring Lament for the next 24 

Drowning Aura (1/day). The Water Wight forces all creatures within 30 feet of it to make a DC 13 Constitution saving throw. A creature grappled by the Water Wight automatically fails this saving throw.

A creature that fails this saving throw suffers 7 (2d6) necrotic damage, and if it needs to breath air or water, it also begins choking (see rules for suffocating) and is unable to breath or speak until the end of its next turn. A creature that succeeds on this saving throw suffers half as much damage and does not begin choking.

The Water Wight can use an action on each of its turns to maintain the effect so long as at least one creature is suffocating as a result of its Drowning Aura. Suffocating creatures may repeat their saving throws each time the Water Wight does so, ending the effect for them on a success.

A creature that drops to 0 hit points as a result of the Water Wight's Drowning Aura automatically fails its death saving throw on each turn if the effect continues. If a creature dies as a result of this, it appears to have drowned, even if it would ordinarily be able to breath underwater.

Description

A water wight is a restless, often vengeful spirit that either met its death by drowning, or whose remains lie hidden in a large body of water. They usually haunt the places of their death, luring victims close with their mournful lullaby before dragging them into the depths.

Water wights in legends sometimes take shape as weeping women, haunted lakes and rivers, sirens, and coastal banshees.

Monster Tags: undead

Habitat: CoastalForestSwampUrban

Biscuits_of_Rowan

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