Medium Undead, Neutral Evil
Armor Class 19 (natural armor)
Hit Points 207 (18d8 + 126)
Speed 40 ft.
STR
22 (+6)
DEX
18 (+4)
CON
24 (+7)
INT
15 (+2)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws STR +11, DEX +9, CON +12, INT +7, WIS +8, CHA +9
Skills Investigation +12, Perception +13
Damage Vulnerabilities Radiant
Damage Resistances Acid, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Senses Darkvision 60 ft., Truesight 30 ft., Passive Perception 23
Languages Abyssal, Celestial, Common, Infernal, Primordial
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Oblivion Weapons. The dread wight’s weapon attacks are magical. When the dread wight hits with any weapon, the weapon deals an extra 3d8 necrotic damage (included in the attack). Living creatures that are not fiends, undead, or constructs that take this damage cannot heal until the start of the Dread Wights next turn.

Butcher of the Divine. The dread wight has advantage on attack rolls against creatures wielding divine power, such as clerics, celestials, aasimar or some sorcerers and warlocks. Once the dread wight has caught the scent of a target, it always knows the direction to that creature while they are both still on the same plane of existence.

Undead Nature. The dread wight doesn’t require air, food, drink, or sleep.

Actions

Multiattack. The dread wight makes two Khopesh of Oblivion attacks and one Spiked Gauntlet attack. If both Blade of Oblivion attacks hit one creature, the target must succeed on a DC 17 Wisdom saving throw or forget cherished memories of one object or location until it interacts with that object or location again. The object or location can’t be an object on the target or a location within its sight when it fails this saving throw.

Blade of Oblivion. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 13 (3d8) necrotic damage.

Spiked Gauntlet. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 13 (3d8) necrotic damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Wail of the Forgotten (Recharge 6). The dread wight emits an ear‑piercing wail. Each creature within 30 feet of the dread wight must make a DC 17 Charisma saving throw. On a failure, a creature takes 35 (10d6) thunder damage and 27 (6d8) psychic damage and is deafened for 1 hour. On a success, a creature takes half the damage and isn’t deafened. A creature killed by this wail is erased from the memories of every creature in the planes that ever saw or interacted with it, all written or pictorial references to the target fade away, and its body is obliterated. Only divine beings and creatures that saw the creature die are unaffected by this memory erasure. The slain creature can be restored to life only by means of a true resurrection or a wish spell.

Bonus Actions

Single-Minded Purpose. The Dread Wight can use a bonus action to teleport up to 30 next to a creature wielding divine power, such as clerics, celestials. aasimar or some sorcerers and warlocks.

Reactions

Blasphemer's Rebuke(2/ Long Rest). When the Dread Wight sees a creature within 60 feet regain hit points do to divine magic, the Dread Wight can use it's reaction to pervert the divine magic. The creature does not receive any of the intended healing, instead taking necrotic damage equal to the amount the creature would have healed, ignoring resistances and immunities to necrotic damage.

Description

Description

A dark figure clad in jagged obsidian black armor and robes stands before you, its ancient executioners blade still slick with the blood of the cleric you had been traveling with who it currently stands over. A feeling of dread washes over you as its hooded helmed face turns to look at you.

Dread Wights are one of the strongest forms of wights that exist. Few know of them their existence and those who do dare not speak of them, for fear of encouraging others to seek the forgotten knowledge of their creation.

Forbidden knowledge. No one knows the true origin of their creation, though some have claimed tales of these servants of the heretical have existed far longer than common recorded history. Whatever their true origin, the knowledge of their creation process has been "lost", or more than likely, destroyed.

Very few entities of undeath and forbidden and lost knowledge still know the methods of creating such creatures and scarcely give this information without a price.

Butchers of the Divine. Favorite servants of death knights, these creatures specialize in one thing. Hunting the divine. Whatever blasphemous rites used in their creation have empowered them with powers to kill agents of the gods. They are relentless in hunting their prey, quite literally leaving no trace of their victims.

It is believed that entire religious sects have been sundered by these heralds of death.

Barbarus

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