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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. \pagebreak ___ ___ >## 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/