Medium Undead, Neutral Evil
Armor Class 15 (leather, shield)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)
Skills Perception +3, Stealth +4
Damage Vulnerabilities Radiant
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 15
Languages The languages it knew in life
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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 Hivemind makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.

Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit points are drained and the Hivemind regains 1d6 health points. 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 [Tooltip Not Found] under the Hivemind's control, unless the humanoid is restored to life or its body is destroyed.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Description

Rarely seen, Clawmen Hiveminds are intelligent undead humanoids that resemble armed and armored corpses, who have risen above their comrades by either rising through the ranks of a Clawmen horde with no leader or killed the previous leader. The Hivemind has complete control over the hive, the Clawmen almost zealously following them and their commands. In the back of the neck of the Hivemind is a gem, which when implanted, will allow control over the hive. Without this, the Clawmen are reduced to little more than mindless savages, attacking anything within sight with little to none rhyme or reason. Once someone implants this gem, their body will go under changes. Their skin will become pale and clammy, and they will detest sunlight. later on, through the transformation, they will have impulses to go underground and make hives to grow and prosper. Their hate of the sun will grow fanatical and they will curse those on the surface, thinking that the surface dwellers are self-center and selfish, that they have no sense of what is right for them, and will try to control those above ground, and the ones that don't will be crushed under the boot of their conquest.

Habitat: SwampUnderdarkUrban

Dylan_the_Diplomat

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