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Wight Guard

by Karl David Brown

A varient on Wight with different gear.

Medium undead, neutral evil
Armour Class 19 (Half plate and shield) or 17 if the shield is stowed for two-handed sword use.
Hit Points 45 (6d8+18)
Speed 30 ft.
STR 15 (+2), DEX 14 (+2), CON 16 (+3), INT 10 (+0), WIS 13 (+1), CHA 15 (+2)
Skills: Perception +3, Stealth +4 (disadvantage due to armour)
Damage Resistances. necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities. poison
Condition Immunities. exhaustion, poisoned
Senses. Darkvision 60 ft. Passive perception 13.
Languages. The languages it knew in life. These ones know Skycommon, Nagpa, gnomish.
Challenge 3 ( 700xp)
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
ACTIONS
Multiattack. The wight makes two longsword attacks. It can use its Life Drain in place of one
longsword attack.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 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 twelve zombies under its control at one time.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

The wight guard is not a mindless monster but a co-conspirator doing its part to protect the secrets of the conspiracy in exchange for the promise of power and sacrifices for its dark immortal.

Calculating Challenge: Hp 45x2 for immunities = 90, +3 for AC Def 5, Off DPR 12 so Off 1. Average is 3.