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Deathlock Wight
Legacy
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Monsters
Tales from the Yawning Portal
that rely on sight.Multiattack. The wight attacks twice with Grave Bolt.
Grave Bolt. Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Grave Bolt"} to hit, range 120 ft
., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Grave Bolt","rollDamageType":"necrotic"} necrotic damage.
Life Drain. Melee Weapon Attack: +4;{"diceNotation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Sunlight Sensitivity. While in sunlight, the deathlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Unusual Nature. The deathlock doesn’t
require air, food, drink, or sleep.Multiattack. The deathlock makes two Life Drain or Grave Bolt attacks.
Life Drain. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction
Monsters
Baldur’s Gate: Descent into Avernus
":"bludgeoning"} bludgeoning damage.
Claws of the Grave. Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit"} to hit, range 90 ft., one target. Hit: 8 (2d4 + 3);{"diceNotation":"2d4+3","rollType
are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull Lasher of Myrkul;Skull lashers are spellcasters who use magic to augment their combat abilities. The
Monsters
Baldur’s Gate: Descent into Avernus
replacing the normal flail’s striking head. Necromite of Myrkul;Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull Lasher of Myrkul;Skull
lashers are spellcasters who use magic to augment their combat abilities. The master of souls;Masters of Souls delve deep into Myrkul’s secrets, allowing them to animate the dead and perform other grave magic.
Monsters
Baldur’s Gate: Descent into Avernus
Grave Magic. When the master of souls cast a spell that deals damage, it can change the spell's damage type to necrotic.
Spellcasting. The master of souls is a 5th-level spellcaster. Its spellcasting
Myrkul;Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull Lasher of Myrkul;Skull lashers are spellcasters who use magic to augment their combat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Guild attack them, believing they have the stone. A clue left behind in the mausoleum leads the characters to an old windmill in the Southern Ward and a pair of grave robbers (encounter 10, “Converted
Windmill”). Fearing arrest, the grave robbers point them to a cellar complex under the Trades Ward (encounter 9, “Cellar Complex”). When the characters arrive, they find Losser surrounded by foes and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, mage armor
1/day each: fear, hold person, misty step
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 attacks twice with Grave Bolt.
Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage.
Life Drain. Melee
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The wight attacks twice with Grave Bolt.
Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
throws against any effect that turns Undead.
Unusual Nature. The deathlock doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The deathlock makes two Deathly Claw or Grave Bolt
attacks.
Deathly Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.
Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 14 (2d10
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
power comes the great responsibility — of not being lame. When you use your spells and class features to denigrate your enemies into an early grave, you need to have a number of tried and true
People While being the most impressive member of the party can be beneficial, it does come with some drawbacks. Attention and renown make others fear and respect you for sure, but that renown eventually
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the Grave. Wights flee from the world by day, away from the light of the sun, which they hate. They retreat to barrow mounds, crypts, and tombs where they dwell. Their lairs are silent, desolate
well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
characters interrupt or otherwise ruin the tune, 1d4 irascible specters emerge from the walls and attack, causing the bards to flee. 10 Three skeleton farmers quietly tend to corpse-white grave
a successful one. 6 A stone golem composed of tombstones tromps down an empty hallway. It lets the characters pass if they etch an epitaph into its frame. 7 A passing animated coffin* exhales a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments. d8 Personality Trait 1 My friends know they can rely on me, no
briny grave. Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in many a port town. If you decide that your sailing career involved piracy, you can choose
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
through the darkness. Camouflaged Lurkers. Like a stingray, a cloaker’s body is composed of cartilage and muscle. With its tail and fins unfurled, it flies through darkness and lurks among the shadows
attack rolls and Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The cloaker makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +6 to hit
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Jungle in the far south, emerge from below from time to time. Despite all these actual and potential dangers, several realms rely on the sea for waterborne trade. By tracing a route in and through the
of Pale Prow is composed of undead servants, both corporeal and ghostly. Necromancers are drawn to Pale Prow whenever it nears land, and it is common for them to take up residence in the dark cabins
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage.
Claws of the Grave. Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 8 (2d4 + 3) necrotic damage.
Skull Lasher of Myrkul
passive Perception 12
Languages Abyssal, Common, Infernal
Challenge 4 (1,100 XP)
Grave Magic. When the master of souls cast a spell that deals damage, it can change the spell’s damage type to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
) stolen from Froderic Dartwild’s grave. C16: Attic Gray sheets cover old furniture in this dusty attic.
Characters who spend at least 1 minute searching the attic find two life-sized wooden
corner, and an oak door leads to each tower.
A five-foot-wide walkway wraps around a convex structure composed of eight large stained-glass windows in lead frames. Each skylight is a work of art, its
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
that rely on sight. The eyestalks vanish after 1d4 days. 10 Bathing in the spring causes a creature’s voice to sound sinister. For the next 24 hours, the creature’s voice grants it advantage on Charisma
grant the creature advantage on Wisdom (Perception) checks that rely on hearing. The ears vanish after 1d4 days. 12 Bathing in the spring causes a creature to develop a third eye on its forehead. The eye
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. The Dusters rely on corpse collectors—grim-faced laborers found primarily in the Hive—to deliver a steady stream of bodies to them for interment. Hive Ward Locations Presented here are some noteworthy
Hive like a corpse from the grave. The Mortuary’s towers bear low, gloomy domes with buttresses bristling with blades and windowless vaults clustered around the structure’s base. Its dark, mournful
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
clear faction allegiance to enlist in the Harmonium and reap its benefits. Parade Grounds. Composed of four identical sections and the squat towers that join them, the Barracks surround a wide parade
multiversal renown. Rarely spotted in the common areas of the gambling hall, the arcanaloth is the picture of wealth, power, and influence, always dressed to the nines and crowned with a spidery razorvine
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
loyal vassal of the Summer Queen. Many of Sir Talavar’s squires have gone on to become knights of great renown. The venerable faerie dragon has an encouraging, can-do demeanor and an unwavering sense
3: THITHER
Skabatha Nightshade encountered this small ghoul while collecting grave dust in a cemetery on the Material Plane. The hag brought Sowpig to Loomlurch and fed her bowls of carrion. Sowpig
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
loyal vassal of the Summer Queen. Many of Sir Talavar’s squires have gone on to become knights of great renown. The venerable faerie dragon has an encouraging, can-do demeanor and an unwavering sense of
: THITHER
Skabatha Nightshade encountered this small ghoul while collecting grave dust in a cemetery on the Material Plane. The hag brought Sowpig to Loomlurch and fed her bowls of carrion. Sowpig