Medium Undead, Lawful Evil
Armor Class 13 Natural armor
Hit Points 37 (5d8 + 15)
Speed 50 ft., (hover)
STR
11 (+0)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws WIS +4
Skills Perception +3, Stealth +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages The languages it knew in life
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

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 wight makes two Life Drain attacks. It can use its Grave Bolt in place of one Life Drain 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 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.

Grave Bolt. Ranged Spell Attack: +5 to hit, reach 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage.

Description

One of Abbathor's Clerics that received the "honor" of guarding their temple for all time. This monster takes its form from ashes and shadows, often very loosely resembling a ghastly spectral form of their former selves from the waist up. Almost all memories have faded to mere shadowy echoes, with the most intact being those related to Abbathor, and just enough to fuel a relentless drive to protect the temple in the name of the evil dwarven god.

Habitat: HillMountainUnderdarkUrban

KPAHL

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