Medium Undead, Neutral Evil
AC 14 studded leather    Initiative +4 (14)
HP 45 (6d8)
Speed 30 ft.
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
Skills Perception +3, Stealth +4
Immunities Poison; Exhaustion, Poisoned
Gear Studded Leather Armor
Senses Darkvision 60 ft.; Passive Perception 13
Languages Common plus one other language
CR 3 (XP 700; PB +2)
Traits

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

Actions

Multiattack. The wight makes two armblade attacks. It can use its Life Drain in place of one armblade attack.

Armblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. 

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 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. 

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 one time. 

Habitat: DesertPlanar (Shadowfell)SwampUnderdarkUrban

MindMaker75

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