Action Oriented Wight

by TyphosTheD

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Commanding Wight

Medium undead, neutral evil


  • Armor Class 16 (studded leather)
  • Hit Points 76 (6d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+6) 16 (+3) 10 (+0) 13 (+1) 15 (+2)

  • Skills Perception +3, Stealth +4
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages the languages it knew in life
  • Challenge 3 (700 XP)

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

Actions

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

Life Drain. A living creature within 30 feet of the Wight's choosing must succeed a DC 13 Constitution saving throw or have their maximum hit points reduced by 1d6 until they complete a long rest. A creature whose HP is reduced to 0 by this ability dies. As an action the Wight may reanimate a creature killed in this way as a Ghoul.

Lifestealer Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. A creature struck by this weapon is restrained until the beginning of the creatures next turn.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Bonus Actions

Disrupt Binding A player rolls a d4. That many Zombies appear and enter the combat on the shared initiative of any other allied zombies.

Reactions

Convulse. As a reaction to a Zombie dying the Wight may cause the creature to convulse and explode. Creatures within 5 feet of the zombie must succeed a DC 13 Dexterity saving throw or take 1d6 necrotic damage on a failure, or half that on a success.

Villain Actions

Swarm The Wight raises its hand in the air, silently directing a command to its Zombie allies. All allied Zombies may move up to their movement speed, this movement does provoke attacks of opportunity.

Miasma The Wight chokes out a command, "Seathe!". All allied Zombies begin to split at their joints and open wounds, a dark mist pouring from them in a 5 foot radius. All creatures that start their turn in or enter the mist for the first time on their turn must succeed a DC 13 Constitution saving throw or be blinded until the start of their next turn.

Erupt The Wight shouts, "Erupt", and all allied Zombies begin convulsing violently, their bodies ripping and breaking apart, before detonating in a shower of decayed parts and dark shadows. All creatures within 10 feet of the Zombies must succeed a DC 13 Dexterity saving throw or take 2d6 necrotic damage on a failure, or half on a save.



Zombie

Medium undead, neutral evil


  • Armor Class 8
  • Hit Points 1 (minion)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)

  • Saving Throws Con +5
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands the languages it knew in life but can’t speak
  • Challenge 1/4 (50 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam and Grab. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. If the attack hits, the target is grappled. A creature grappled by a zombie takes 1d4 piercing damage at the end of their turn.

Source: Peter Mohrbacher, https://vandalhigh.com/mtg#/zombie-apocalypse/

 

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