Page 234 - Tales from the Yawning Portal
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DEATHLOCK WIGHT

         In Dead in Thay, two kinds of wights serve the Red
         Wizards as guards and workers. The deathlock wight
         resembles a normal wight, except that its undead form
         courses with dark magic.
           Undead Nature. A wight doesn't require air, food,
         drink, or sleep.

                                                           DREAD WARRIOR
         DEATHLOCK WIGHT
         Medium undead,  neutral evil                      The Red Wizards (Dead in Thay) make use of several
                                                           kinds of undead minions, including the special servants
         Armor Class 12  (15 with mage armor)              known as dread warriors. After being created by a se-
         Hit Points 37  (5d8 + 15)                         cret ritual, a dread warrior is further enchanted so that
         Speed 30 ft.                                      a Red Wizard can employ the creature in the fashion of
                                                           a spellcaster's familiar. By creating a psychic link with a
           STR     DEX    CON     INT    WIS    CHA        dread warrior, a Red Wizard can experience the world
          11  (+O)   14  (+2)   16  (+3)   12  (+l)   14  (+2)   16  (+3)   through the creature's senses and direct the warrior.
                                                             Undead Nature. A dread warrior doesn't require air,
         Saving Throws Wis +4                              food, drink, or sleep.
         Skills Arcana +3,  Perception +4
         Damage Resistances  necrotic; bludgeoning, piercing, and
           slashing from  nonmagical attacks               DREAD WARRIOR
         Damage Immunities poison                          Medium undead, neutral evil
         Condition Immunities exhaustion, poisoned
         Senses darkvision 60 ft.,  passive Perception 14   Armor Class  18  (chain  mail, shield)
         Languages the languages it  knew in  life         Hit Points 37  (5d8 + 15)
         Challenge 3 (700 XP)                              Speed 30 ft.

         Innate Spellcasting. The wight's innate spellcasting ability is   STR   DEX   CON   INT   WIS   CHA
                                                            15  (+2)   11  (+O)   16  (+3)   10 (+0)   12  (+l)   10  (+O)
         Charisma  (spell save DC  13). It can  innately cast the following
         spells, requiring no verbal or material components:
                                                           Saving Throws Wis +3
         At will: detect magic, disguise self, mage armor   Skills Athletics +4,  Perception +3
         1/day each:fear, hold person,  misty step         Damage Immunities poison
                                                           Condition Immunities exhaustion, poisoned
         Sunlight Sensitivity. While in  sunlight, the wight has disadvan-
                                                           Senses darkvision 60 ft., passive Perception 13
         tage on attack rolls, as well as on Wisdom  (Perception) checks   Languages Common
         that rely on sight.
                                                           Challenge l  (200 XP)
         ACTIONS
          Multiattack. The wight attacks twice with Grave  Bolt.   Undead Fortitude.  If damage reduces the dread warrior to 0
                                                           hit points, it  must make a Constitution saving throw with  a DC
         Grave Bolt.  Ranged Spell Attack: +5 to hit,  range 120 ft.,  one   of 5 + the damage taken , unless the damage is  radiant or from
         target. Hit: 7 (l d8 + 3)  necrotic damage.       a critical hit. On a success, the dread warrior drops to l  hit
          Life Drain.  Melee Weapon Attack: +4 to hit,  reach  5 ft.,  one   point instead.
         creature. Hit: 9 (2d6 + 2)  necrotic damage. The target must   ACTIONS
          succeed on a DC 13 Constitution saving throw or its  hit point
          maximum is  reduced by an  amount equal to the damage taken.   Multiattack. The dread warrior makes two melee attacks.
         This  reduction lasts until the target finishes a long rest. The tar-
                                                           Battleaxe. Melee Weapon Attack: +4 to hit,  reach 5 ft.,  one tar-
          get dies if this effect reduces its hit point maximum to 0.   get.  Hit: 6 (ld8 + 2)  slashing damage, or 7 (ldlO + 2)  slashing
           A humanoid slain  by this attack rises 24 hours later as a zom-
                                                           damage if wielded with two hands.
          bie under the wight's control, unless the humanoid is  restored
         to life or its body is  destroyed. The wight can have no more   Javelin.  Melee or Ranged Weapon Attack: +4 to hit,  reach  5 ft.  or
         than twelve zombies under its control at one time.   range 30/120 ft.,  one target.  Hit:  5 (ld6 + 2)  piercing damage.


                                                                                     APPENDIX B  I CREATURES
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