Ernesh, The Marked (5e Creature)

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Ernesh, The Marked[edit]

Medium undead, chaotic evil


Armor Class 19 (Studded Leather)
Hit Points 185 (15d12+5)
Speed 40 ft.


STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 18 (+4) 14 (+2) 16 (+3) 18 (+4)

Saving Throws Strength and Constitution
Skills Athletics +9, Insight +6, Perception + 6, Stealth +8
Damage Resistances Necrotic, Bludgeoning, Piercing, and Slashing from nonmagical weapons that aren't silvered
Damage Immunities Poison
Condition Immunities exhaustion, poisoned, frightened, restrained
Senses Darkvision 60 ft., passive Perception 18
Languages The languages it knew in life
Challenge 8 (6,800 XP)


Cunning The wight has advantage on saving throws against being charmed.

Brute A melee weapon deals one extra die of its damage when the wight hits with it (included in the attack).

Keen Sight. The wight has advantage on Wisdom (Perception) checks that rely on sight.

Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Deaths Sting When a creature within 5 feet of the wight makes a melee attack, the wight releases necrotic spikes to impale the attacker and deals 2d4+2 necrotic damage to them.

Life Stealer You restore health equal to half of the damage you deal, rounded up. If max health, you gain as temporary hit points.

ACTIONS

Multiattack. The wight makes three longsword attacks or three longbow attacks. It can use its Life Drain in place of one longsword attack.

Life Drain. Melee Weapon Attack:+7 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands

Innate Spellcasting. The wight's innate spellcasting ability is Charisma (spell save DC 16, +7 to hit with spell attacks). The wight can cast the following spells innately, requiring no material components:

At will: chill touch, death bolt
3/day each: crown of madness, death blossom, wrath
2/day each: fear, vampiric touch, withering ray
1/day each: blight

REACTIONS

Parry. The wight adds 3 to its AC against one melee attack that would hit it. To do so, the wight must see the attacker and be wielding a melee weapon.

traitorous_wight_by_anthonydevine-d8sz8ut.jpg

A Wight with but specialized to be a minor villain.



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