As part of their training, Templars ingest large quantities of Lyrium, a special material present in both the material world and the Fade simultaneously, used in crafting magical items and in spellcasting. Those who have consumed too much find that the material literally suffuses their bones, preventing their spirit from moving on and preserving them as grim undead, hungry for the spark of life and magic that can bring them a moment of peace.
Lyrium Wight Medium undead, neutral evil Armour Class: 18 (plate) Hit Points: 90 (12d8 + 36) Speed: 30 ft. Str 16 (+3); Dex 14 (+2); Con 16 (+3); Int 10 (+0); Wis 13 (+1); Cha 15 (+2) Skills: Perception +6, Religion +3 Damage Resistances necrotic; bludgeoning, piercing and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhausted, poisoned Senses darkvision 60ft., passive Perception 16 Languages the languages it knew in life Challenge 5 (1,800 xp) Dual Nature. A Lyrium Wight's weapon attacks are magical. Incorporeal creatures cannot travel through a Lyrium Wight. Actions Multiattack. The Lyrium wight makes two longsword attacks. It can use its Life Drain in place of one longsword attack. Life Drain. Melee Weapon Attack: +6 to hit, reach 5ft., one creature. Hit: 8 (1d8+3) necrotic damage and 8 (1d8+3) spell points, if the target possesses any. The target must succeed on a DC 13 Constitution saving throw or its hit point and spell point maximums are 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. If a Lyrium Wight drain spell points, these are added to its current and maximum hit points. A humanoid slain by this attack rises 24 hours later as a Wight under the Lyrium Wight's control, unless the humanoid is restored ot life or its body is destroyed. The Lyrium Wight can have no more than 6 Wights under its control at one time. If the humanoid is a spellcaster, they become a Specter, and are not under the Lyrium Wight's control, although they will still order them around. (If you are not using the Spell Point optional rule from the DMG, then 1d3 levels of spell slots per hit) Longsword. Melee Weapon Attack: +6 to hit, reach 5ft., one creature. Hit: 8 (1d8+3) slashing damage. Dispel Magic. Recharge 5-6. A Lyrium Wight can cast dispel magic as a 3rd-level spell slot. How you can use Lyrium Wights in your game: - If you want them to fit a standard D&D game, these might be Paladins or some other kind of anti-mage specialists who have become corrupted into undeath. - An ancient fortress, once held by proud and valiant warriors, fell to treachery many centuries ago. Now its halls are walked by their undead remnants, hungry for vengeance and desperate to feel alive again. - Your Player Characters are sent to find a mage who has gone missing. Little do they know that she has fallen victim to a Lyrium Wight and has now risen as a Specter. Also posted on Game Masters Stash on 27 March 2020. Comments are closed.
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