Medium Undead, Neutral Evil
Armor Class 13
Hit Points 85 (13d8 + 27)
Speed 0 ft., Fly 60 ft.
STR
8 (-1)
DEX
18 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
16 (+3)
CHA
13 (+1)
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Necrotic, Poison
Senses Darkvision 60 ft., Passive Perception 12
Languages The languages it knew in life
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Incorporeal Movement. The wight can move through other creatures and objects as if they were air. It takes 5 (1d10) force damage if it ends its turn inside an object.

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. Morgoth's spellcasting ability is Charisma (spell save DC 17). He can innately cast the following spells at level 3, requiring no material components or spell slots:

At will: invisibility (self only)

6/day each: bestow curse, inflict wounds

Actions

Life Drain. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 25 (4d8 + 7) necrotic damage. The target must succeed on a DC 14 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.

Compelling Fear. The wraith targets a creature with a mind that it is touching and speaks to it. The creature is frightened for their next turn and must succeed on a DC 15 Intelligence saving throw or be under the wight's commands for the next two turns.

 

Habitat: Underdark

akrix_thorn18159

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