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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