Medium Undead (Human), Neutral Evil
AC 16 Studded Leather    Initiative +5 (15)
HP 82 (11d8 + 33)
Speed 30 ft.
Mod Save
STR 14 +2 +2
DEX 16 +3 +5
CON 16 +3 +3
Mod Save
INT 12 +1 +3
WIS 13 +1 +1
CHA 14 +2 +2
Skills Athletics +4, Intimidation +2, Perception +3, Persuasion +2, Stealth +4
Resistances Necrotic
Immunities Fire, Poison; Exhaustion, Poisoned
Gear Studded Leather Armor, Steel Cutlass, 30-40 Darts, 350 gold
Senses Darkvision 60 ft.; Passive Perception 13
Languages Common plus one other language, Sahuagin, Thieves' Cant
CR 4 (XP 1,100; PB +2)
Traits

Sunlight Sensitivity. While in sunlight, the wight has Disadvantage on ability checks and attack rolls.

Holy Water Sensitivity. When doused with Holy Water, the wight loses its Burning Aura. It also loses the Fire damage on its Flaming Cutlass and Flaming Dart attacks. This penalty remains until the wight successfully uses its Life Drain ability.

Burning Aura: Constitution Saving Throw: DC 14, any creature that approaches within 5 feet, or remains within 5 feet of the creature at the start of their turn take 1d4 Fire damage and they have the Burning condition, taking an additional 1d4 Fire damage every round until the fire is put out. This is a magical effect.

Actions

Multiattack. The wight makes two attacks, using Flaming Cutlass or Flaming Dart in any combination. It can replace one attack with a use of Life Drain.

Sneak Attack. The wight can turn one of his attacks into a Sneak Attack, as long as the attack is done at Advantage or within 5 feet of an Ally within melee reach of the target. This gives the attack an additional 2d6 Piercing Damage. This Sneak Attack can only be performed once per round.

Flaming Cutlass. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d8 + 3) Slashing damage plus 4 (1d8) Fire damage.

Flaming Dart. Ranged Attack Roll: +5, range 30/90 ft. Hit: 6 (1d4 + 3) Piercing damage plus 4 (1d4) Fire damage.

Life Drain. Constitution Saving Throw: DC 14, one creature within 5 feet. Failure: 6 (1d8 + 3) Necrotic damage, and the target’s Hit Point maximum decreases by an amount equal to the damage taken.
A Humanoid slain by this attack rises 24 hours later as a Zombie under the wight’s control, unless the Humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at a time.

Description

Your Party has decided to make camp near a river, hoping for some easy fishing to state the pangs of hunger. Before one of the group can even cast a line, they see bright torchlight on the water. 

The bright light is emanating from a large Northern longship, entirely aflame. Figures are seen disembarking onto two smaller rafts that make their way ashore.

Out of the second raft emerges a terrifying visage, an Undead Northman engulfed in flames bellows out orders to the nearby charred zombies, that comply immediately, albeit quite slowly.

Are you still reading at this point? Wowee, you're just the best

Previous Versions

Name Date Modified Views Adds Version Actions
7/20/2025 7:39:31 AM
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Monster Tags: undead

Habitat: CoastalDesertPlanar (Elemental Plane of Fire)SwampUnderdarkUrban

OrokenDuMonger

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