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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.

