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Saturday 17 October 2020

Asar Kessell, Armoured Wight

 

Wight

Medium undead, neutral evil
    • Armor Class 20 (+1 half plate & shield)
    • 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
    • Damage Resistance necrotic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks 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
    • Challenge 4 (1100 XP)
    • 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 +1 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: (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
    • +1 Nar Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage.

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