Wights Death Knights são mortos vivos com altas concentrações
de energia negativa, por isso conseguem canalizar em seus ataques tal energia
, podendo ser devastador para aqueles que não tem proteção contra tais efeitos.
Feitos por magos por meio de rituais que deveriam ser esquecidos pelo tempo, esses seres nascem com apenas o desejo de destruir, mas podendo ser controlados se criados de forma apropriada.
Medium undead, lawful evil
Armor Class 18
Hit Points — (35d8+105)
Speed 30 ft.
Str 18 (+4)
Dex 10 (+0)
Con 16 (+3)
Int 13 (+1)
Wis 15 (+2)
Cha 12 (+1)
Saving Throws Str +9, Con +8, Wis +7
Damage Immunities cold, necrotic
Condition Immunities charmed, exhaustion, fatigued, poisoned
Senses darkvision 120ft, passive Perception 12
Languages Common
Challenge 16 (15.000 XP)
Traits
Frightful Presence.
Each creature of the Wight Death Knight's choice that is within 120 feet of the Wight Death Knight and aware of it must succeed on a DC 15Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Legendary Resistance (3/Day).
If the Wight Death Knight fails a saving throw, it can choose to succeed instead.
Stench.
Any creature other than a Wight Death Knight that starts its turn within 5 feet of the troglodyte must succeed on a DC 17 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.
Multiattack
Wight Death Knight makes two Greatsword attack and uses Death touch
Greatsword.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage and 3d8 necrotic damage.
Death Touch
Melee unarmed Attack +9 to hit, reach 5ft., one target. Hit 27 (6d8) necrotic damage, the target must succeed a DC 17 Constitution Saving Throw, if the target fails the maximum by half of the total damage taken by this attack.
These Hit Points can’t be healed, the effects are gone whenever the creatures finishes a long rest.
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