Wight King (5e Creature)

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Wight King[edit]

Medium undead, lawful evil


Armor Class 18 (breastplate, shield)
Hit Points 127 (15d8 + 60)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 13 (+1) 13 (+1) 10 (+0)

Saving Throws Str +8, Wis +5
Skills Athletics +8, Intimidation +4, Perception +5
Proficiency Bonus +4
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities poison
Condition Immunities exhaustion, petrified, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages the languages it knew in life
Challenge 9 (5,000 XP)


Brave. The wight has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the wight hits with it (included in the attack).

Killing Blow (1/Day). When the wight hits with a melee attack, it can choose to double the damage dealt.

Marshal Undead. Unless the wight is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.

ACTIONS

Multiattack. The wight king makes two melee weapon attacks.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands plus 7 (2d6) necrotic damage and the target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.

Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) necrotic damage. The target must succeed on a DC 15 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.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the wight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the wight. A creature can benefit from only one Leadership die at a time. The effect ends if the wight is incapacitated.

REACTIONS

Parry. The wight adds 4 to its AC against one melee attack that would hit it. To do so, the wight must see the attacker and be wielding a melee weapon.

Wight kings, also known as skeleton lords are incredibly powerful undead warriors, almost as hard to destroy as vampires. Suffused with dark magic, a wight king's weapons shimmer with baleful energy. The merest touch of their spear tip or blade can drain the life from their foes, or slice through flesh and bone with an ease that is frightening to behold. Clad in ancient armour, their flesh all but withered away, there is little for an adversary to slash or stab. Even to stand before one of these skeletal warriors of antiquity takes a great effort of will. For these reasons, a vampire, a lich or a death knight will often charge a wight king with carrying forth the undead general's personal banner. Such a duty is often integral to the army's stability, and these indomitable undead warriors are able to hold aloft the army standard whilst tirelessly striking down one foe after another.

Undead Nature. A wight king doesn't require air, food, drink, or sleep.

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