Mod | Save | ||
---|---|---|---|
STR | 15 | +2 | +2 |
DEX | 14 | +2 | +2 |
CON | 16 | +3 | +3 |
Mod | Save | ||
---|---|---|---|
INT | 10 | +0 | +0 |
WIS | 13 | +1 | +1 |
CHA | 15 | +2 | +2 |
Sunlight Sensitivity. While in sunlight, the wight has Disadvantage on ability checks and attack rolls.
Multiattack. The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a use of Life Drain.
Contaminated Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or gain one level of contamination.
Create Haze Husk. The wight targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. It rises as a haze husk in an unoccupied space within 5 feet. The haze husk is under the wight’s control. The wight can have no more than 12 haze husks under its control at one time.
Necrotic Sword. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 4 (1d8) Necrotic damage.
Necrotic Bow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 4 (1d8) Necrotic damage.
Description
A haze wight is more sentient than their haze husk minions, but has still been stripped of their former life. Many were former adventurers, military officers, or mighty warriors who died in the Haze. Many still believe themselves to be great heroes rallying the common folk of Drakkenheim against invaders, but in their madness they see all humanoids as monsters.
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