Wood Wight
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Large undead, neutral evil


Armor Class 16
Hit Points 70 (9d10 + 21)
Speed 40 ft.


STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 16 (+3) 10 (+0) 13 (+1) 15 (+2)

Skills Perception +5, Stealth +5
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 15
Languages the languages it knew in life
Challenge 5 (1,800 XP)


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

Actions


Multiattack. The wood wight makes two claw attacks. It can use its Life Drain in place of one claw attack.

Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 14 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 wood wight’s control, unless the humanoid is restored to life or its body is destroyed. The wood wight can have no more than twelve zombies under its control at one time.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.


A wood wight is a festering spirit of evil that has lingered long in the darkest places of the forgotten forests. Those who have seen wood wights and lived speak fearfully of shambling horrors seemingly composed of leaf mould, branches, bones, and skulls that leer out of the darkness within.

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