Wights are dark spirits granted a reprieve by the demon lord Orcus to pursue a malevolent agenda. Wight Lords are those spirits whose drive for evil is unvanquishable, and whose power is so great as to drive them to snuff out the spark of life in all beings, reigning as lords of the undead. Some call them knights of death, although true Death Knights are something different again. Unlike their lesser brethren, wight lords are usually dressed in funereal finery- gilt plate armour and exquisite jewelry.
Wight Lord Medium undead, neutral evil Armour Class 19 (plate and natural armour) Hit Points 150 (20d8+60) Speed 30ft. Str 16 (+3); Dex 14 (+2); Con 16 (+3); Int 12 (+1); Wis 14 (+1); Cha 16 (+3) Skills Athletics +7, Intimidate +7, Perception +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities exhausted, poisoned Senses darkvision 60ft., see invisibility, passive Perception 15 Languages the languages in knew in life, speak with dead Challenge 9 (5,000 xp) Sunlight Sensitivity. The first round that a wight lord spends in sunlight, it has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Innate Spellcasting. The wight lord's spellcasting ability is Charisma (spell save DC 15). The wight lord can innately cast the following spells, requiring no material components: At will: Bane, Compelled Duel. Daily: Elemental Weapon, Fear. Actions Multiattack. The wight lord makes three longsword attacks. It can use its Life Drain in place of up to two longsword attacks. It can use one of its at-will spells in place of up to one longsword attack. Life Drain. Melee weapon attack: +7 to hit, reach 5ft., one creature. Hit: 10 (2d6+3) 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 wight under the wight lord's control, unless the humanoid is restored to life or its body is destroyed. The wight lord can have no more than twelve wights under its control at one time. Longsword. Melee weapon attack: +7 to hit, reach 5ft., one or two targets which must be within 5ft. of one another; Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands. Reactions Parry. The wight lord adds 3 to its AC against one melee attack that would hit it. To do so, the wight lord must see the attacker and be wielding a melee weapon. Ruthless. When a wight lord reduces an opponent in melee range to 0 hit points, and is not engaged by another melee attacker, they make a life drain attack on the opponent who has fallen. Also posted on Game Masters Stash on 19 November 2020. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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