Wight (5e Template)

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Wight[edit]

Driven by greed, malice, and dark thoughts, wights are an intelligent form of undead. Any creature with sentience has the capacity to become one of these relentless entities. Their drives and desires make a much stronger foe than the common zombie, and their intelligence makes their hatred for the living is all the greater.

Prerequisite

Any sentient aberration, dragon, fey, giant, or humanoid

Statistics[edit]

Abilities. The wight's ability scores are modified as follows: Strength –2 (to a minimum of 14), Dexterity +4 (to a maximum of 14), Constitution 16, Intelligence 10, Wisdom –2 (to a minimum of 8), Charisma 14

Damage Immunities. The wight is immune to poison damage.

Damage Resistances. The wight resists necrotic damage and bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered.

Condition Immunities. The wight is immune to the exhaustion and poisoned conditions.

Languages. As base creature

Skills. As base creature, accounting for modified ability scores, plus proficiency in Dexterity (Stealth) and Wisdom (Perception).

Senses. The wight has darkvision out to a radius of 60 feet.

Alignment The wight's alignment changes to neutral evil.

Traits[edit]

All Traits. As base creature, plus Sunlight Sensitivity.

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

Actions[edit]

Multiattack. The wight makes all the attacks it could in life. It can make an attack with its Life Drain instead of a different melee weapon attack.

Life Drain. Melee Weapon Attack: +[Proficiency Bonus + Charisma modifier] to hit, reach [base creature's reach] ft., one target. Hit: 5 (1d6 + [Charisma modifier]) 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.

CR Calculation[edit]

  • AC. 10 + modified creature's Dexterity modifier.
  • HP. As base creature + 1 HD per modified creature's Constitution modifier.

Examples[edit]

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