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CR 5 – Type – Undead – Elder Wight

**Tier 2 play**

**Elder Wight**

Medium Undead, Neutral Evil

Core Stats: Armor Class (AC) 14, Hit Points (HP) 88 (13d8 + 26), Speed 30 ft.

Ability Scores:

Strength 14 (+2),

Dexterity 16 (+3),

Constitution 14 (+2),

Intelligence 12 (+1),

Wisdom 15 (+2),

Charisma 18 (+4)

Proficiencies: Saving Throws Wisdom +5, Charisma +7; Skills Arcana +4, Perception +5

Damage Resistances Necrotic, Bludgeoning, Piercing from Nonmagical Attacks; Damage Immunities Poison; Condition Immunities Charmed, Frightened, Paralyzed

Senses: Darkvision 60 ft., Passive Perception 15

Languages understands Common and one other language; does not speak

Challenge Rating (CR): 5

**Special Abilities:**

– **Life Drain:** When the Elder Wight deals damage with its melee attacks, it regains hit points equal to half the necrotic damage dealt.

– **Necrotic Aura (Recharge 5-6):** The Elder Wight can create an aura of necrotic energy in a 30 ft. radius. Creatures that start their turn in the aura take 10 (3d6) necrotic damage.

**Actions:**

– **Multiattack:** The Elder Wight makes two attacks: one with its Life Drain and one with its Shadow Grasp.

– **Life Drain:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 2) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or have their max hit points reduced by the amount of damage taken until a long rest is completed.

– **Shadow Grasp:** Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 14 (4d6) necrotic damage and the target is restrained until the end of its next turn.

**Description:**

The Elder Wight is a tormented spirit bound to this world by the darkness of its past. Once a powerful sorcerer who led a cruel regime, it now wanders the land, seeking to reclaim lost power through the siphoning of life from the living. Its presence brings a chill to the air, and it often utilizes its necrotic aura to weaken and frighten its foes before striking with deadly precision. In combat, the Elder Wight uses hit-and-run tactics, reconstituting itself with the life force of those it overpowers, embodying both a fearsome adversary and a tragic figure haunted by its own misdeeds.

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