Warlock Wight

Warlock Wight

Medium undead, neutral evil
Armor Class 15 (natural armor)
Hit Points 65 (10d8 + 20)
Speed fly 30 ft. (hover)
STR DEX CON INT WIS CHA
11 (+0) 10 (+0) 13 (+1) 15 (+2) 13 (+1) 19 (+4)

Saving Throws Dex +2, Wis +3
Skills Perception +3, Stealth +2
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons; plus one other damage type of its choosing (see Fiend’s Luck)
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
Challenge 4 (1,100 XP)

Fiend’s Luck. At the start of an encounter, the warlock wight chooses one of the following damage types to have resistance to: acid, cold, fire, force, lightning, psychic, radiant, or thunder.

Headless Fortitude. If damage reduces the warlock wight to 0 hit points, it collapses as if destroyed. At the start of its next turn, it regains 25 hit points, provided the damage that destroyed it wasn’t from a critical hit. Only the wight’s head becomes active; the body remains inert. The wight retains all its stats and abilities except its Claws attack, which it can’t use. It doesn’t regain the use of expended spells.

Innate Spellcasting. The warlock wight’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The wight can innately cast the following spells, requiring no components.
At will: chill touch, fire bolt, minor illusion, poison spray, ray of frost, shocking grasp
1/day each: blight*, dimension door, flesh to stone, hellish rebuke*, hypnotic pattern, shatter*
*cast using a 5th-level slot

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

Actions

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

Life Drain. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) necrotic damage. The target must succeed on a DC 14 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 warlock 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.

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