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Wight                                              Skills Perception +5, Stealth +3
                                                                Damage Immunities cold
             Medium undead, neutral evil                        Senses passive Perception 15
                                                                Languages Common, Giant, Winter Wolf
             Armor Class 14 (studded leather)                   Challenge 3 (700 XP)
             Hit Points 45 (6d8 + 18)
             Speed 30 ft.
                                                                Keen Hearing and Smell. The wolf has advantage on Wisdom
                STR   DEX    CON      INT    WIS    CHA         (Perception) checks that rely on hearing or smell.
               15 (+2)   14 (+2)   16 (+3)   10 (+0)   13 (+1)   15 (+2)
                                                                Pack Tactics. The wolf has advantage on an attack roll against
                                                                a creature if at least one of the wolf’s allies is within 5 feet of
             Skills Perception +3, Stealth +4
             Damage Resistances necrotic; bludgeoning, piercing,   the creature and the ally isn’t incapacitated.
              and slashing from nonmagical attacks not made with   Snow Camouflage. The wolf has advantage on Dexterity
              silvered weapons                                  (Stealth) checks made to hide in snowy terrain.
             Damage Immunities poison
             Condition Immunities exhaustion, poisoned          Actions
             Senses darkvision 60 ft., passive Perception 13
             Languages the languages it knew in life            Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
             Challenge 3 (700 XP)                               Hit: 11 (2d6 + 4) piercing damage. If the target is a creature,
                                                                it must succeed on a DC 14 Strength saving throw or be
                                                                knocked prone.
             Sunlight Sensitivity. While in sunlight, the wight has
             disadvantage on attack rolls, as well as on Wisdom   Cold Breath (Recharge 5–6). The wolf exhales a blast of
             (Perception) checks that rely on sight.            freezing wind in a 15-foot cone. Each creature in that area
                                                                must make a DC 12 Dexterity saving throw, taking 18 (4d8)
             Actions                                            cold damage on a failed save, or half as much damage on a
                                                                successful one.
             Multiattack. The wight makes two longsword attacks or
             two longbow attacks. It can use its Life Drain in place of one
             longsword attack.                                 Arctic-dwelling winter wolves are evil and intelligent
                                                               creatures with snow-white fur and pale blue eyes.
             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   Wolf
             hit point maximum is reduced by an amount equal to the
             damage taken. This reduction lasts until the target finishes   Medium beast, unaligned
             a long rest. The target dies if this effect reduces its hit point
             maximum to 0.                                      Armor Class 13 (natural armor)
               A humanoid slain by this attack rises 24 hours later as a   Hit Points 11 (2d8 + 2)
             zombie under the wight’s control, unless the humanoid is   Speed 40 ft.
             restored to life or its body is destroyed. The wight can have
             no more than twelve zombies under its control at one time.     STR  DEX  CON  INT  WIS    CHA
                                                                  12 (+1)   15 (+2)   12 (+1)   3 (−4)   12 (+1)   6 (−2)
             Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
             target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2)   Skills Perception +3, Stealth +4
             slashing damage if used with two hands.            Senses passive Perception 13
                                                                Languages —
             Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,   Challenge 1/4 (50 XP)
             one target. Hit: 6 (1d8 + 2) piercing damage.
                                                                Keen Hearing and Smell. The wolf has advantage on Wisdom
            Wights are intelligent undead humanoids that resemble   (Perception) checks that rely on hearing or smell.
            armed and armored corpses. They never tire in pursuit of
                                                                Pack Tactics. The wolf has advantage on attack rolls against
            their goal of making eternal war against the living.
                                                                a creature if at least one of the wolf’s allies is within 5 feet of
                                                                the creature and the ally isn’t incapacitated.
             Winter Wolf                                        Actions
             Large monstrosity, neutral evil
                                                                Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
             Armor Class 13 (natural armor)                     Hit: 7 (2d4 + 2) piercing damage. If the target is a creature,
             Hit Points 75 (10d10 + 20)                         it must succeed on a DC 11 Strength saving throw or be
             Speed 50 ft.                                       knocked prone.
                STR   DEX    CON      INT    WIS    CHA
               18 (+4)   13 (+1)   14 (+2)   7 (−2)   12 (+1)   8 (−1)





                                                                                           Chapter 12: Monsters
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                           D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.
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