Wight
medium Undead
- Armor Class: 14 (studded leather)
- Hit Points: 69
- Speed: walk 30 ft.- Perception: 13
- Stealth: 14
- Challenge Rating: 3 (700 XP)
- Source: Black Flag,
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| +3 |
+2 |
+3 |
+0 |
+1 |
+2 |
- Damage Immunities: Undead Resilience,frightened
- Damage Resistances: necrotic; bludgeoning,piercing,and slashing damage from nonmagical attacks
- Senses: darkvision 60 ft.
- Languages: the languages it knew in life
Special Abilities
- Martial Adept: A manufactured weapon, such as a sword or bow, deals one extra die of its damage when the wight hits with it (included in the attack).
- Sunlight Sensitivity: While in sunlight, the wight has disadvantage on attack rolls, and its Perception is 8 when perceiving by sight.
- Undead Nature: The wight doesn't require air, food, drink, or sleep.
- Undead Resilience: The wight is immune to poison damage, to exhaustion, and to the poisoned condition.
Actions
- Multiattack: The wight makes two Longsword or Longbow attacks. It can replace one attack with a Life Drain attack.
- Life Drain: Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) necrotic damage. The target must succeed on a DC 13 CON save or its HP 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 HP 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.
- Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage, or 14 (2d10+3) slashing damage if used with two hands.
- Longbow: Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 11 (2d8+2) piercing damage.
Bonus Actions
- Command Horde: The wight commands up to five friendly skeletons or zombies to do one of the following:
- Protect. Until the start of the wight's next turn, each time a friendly creature within 5 feet of a target is attacked, the target can use its reaction to intercept the attack, becoming the target instead.
- Overwhelm. Until the start of the wight's next turn, each target has advantage on attack rolls against a creature on its turn if at least one other target is within 5 feet of the creature and the allied target isn't incapacitated.
- Shamble. Each target uses its reaction to move up to its speed in a direction chosen by the wight. If this movement provokes an opportunity attack, that attack is made with disadvantage.
License
This work contains material from the Black Flag Roleplaying Reference Document v0.2, © Open Design LLC d/b/a Kobold Press. Reserved Material elements in this product include all elements designated as Reserved Material under the ORC License. This product contains no Expressly Designated Licensed Material.
This work is licensed under the ORC License, located at the Library of Congress at TX 9-307-067, and available online at various locations including koboldpress.com/orclicense and others. All warranties are disclaimed as set forth therein.
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