Kryx RPGThemesMonsters

Deathlock Wight

Medium undead
Challenge
3 (700 XP)

STR
0
DEX
2
CON
3
INT
1
WIS
2
CHA
3

37
5d8+15
12
Fort
+3
Ref
+1
Will
+4
Defense note 15 with mage armor
Damage resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities poison
Condition immunities exhausted, poisoned

Speed 9 m.
Senses darkvision 18 m., passive Perception 14
Skills Arcana +3, Perception +4
Languages the languages it knew in life

Dashing Strike. If the deathlock wight uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.

Innate Spellcasting. The wight’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells:

At will: detect magic, disguise, mage armor

1/day each: fear, hold creature, teleport

Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Perception checks that rely on sight.

Actions

Multiattack. The wight attacks twice with Grave Bolt.

Grave Bolt. Ranged Spell Attack: +5 to hit, range 35 m. Hit: 7 (1d8 + 3) necrotic damage.

Life Drain. Melee Weapon Attack: +4 to hit, reach 1.5 m., one creature. Hit: 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 13 Fortitude saving throw or its maximum health 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 maximum health 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.

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