Wight Tyrant (5e Creature)

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Wight Tyrant[edit]

Medium undead, neutral evil


Armor Class 18 (plate)
Hit Points 136 (16d8 + 64)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 12 (+1) 14 (+2) 16 (+3)

Skills Perception +5, Stealth +5
Proficiency Bonus +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities necrotic, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 120 ft., passive Perception 15
Languages the languages it knew in life
Challenge 8 (3,900 XP)


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

Undead Fortitude. If damage reduces the wight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the wight drops to 1 hit point instead.

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.

Innate Spellcasting. The wight's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The wight can cast the following spells innately, requiring no material components:

At will: chill touch, minor illusion
3/day each: crown of madness, hex, ray of enfeeblement
1/day each: fear, vampiric touch

ACTIONS

Multiattack The wight makes two longsword attacks or two greatbow attacks. It can use its Life Drain in place of one longsword attack.

Life Drain. Melee Weapon Attack: +7 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.
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 twenty zombies under its control at one time. Zombies created in this way have the Consume Life feature and double the standard hit points.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 3 (1d6) necrotic damage. When a target is hit by this weapon and has 20 hit points or fewer after taking this damage, it must succeed on a DC 15 Constitution saving throw or be destroyed.

Greatbow. Ranged Weapon Attack: +5 to hit, range 200/800 ft., one target. Hit: 8 (1d10 + 2) piercing damage.

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. This effect ends if the wight is incapacitated.

BONUS ACTIONS

Consume Life. The wight targets one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 14 Constitution saving throw against this magic or die. If the target dies, the wight regains 10 (3d6) hit points.


A wight tyrant is a leader of undead, able to amass a small army through the death of its foes. They are relentless and often work for vampires and other powerful undead creatures. They despise life and all it stands for waiting to end those that are within its clutches. As their title suggests, they are a tyrant; they rule with fear and deception. Letting those who know of their power feel it on the end of their blade. It seeks only powerful humanoids to be part of its fighting force as their blade dispose of all those unworthy of the blessing that is undeath. Much like the rest of the undead of the world, they do not require food, water or sleep. Fear and dismay for all those who come in contact with this relentless undead abomination.

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