Plague Wight - AI-generated fantasy Monster

Plague Wight

Local storytellers whisper that the Plague Wight was once a healer who could not save the dying. Their guilt and the plague's bitterness fused into a spirit that now takes revenge by spreading the sickness that killed them.

MediumUndead(Undead Spirit)CR MediumNeutral Evil

Plague Wight

undeadswamppossessionplaguenecrotic
HP85AC15SPD30 ft., Swim 30 ft., Can move through undergrowth and shallow water without penaltyCR5PerceptionStealthIntimidation
STR
10
DEX
14
CON
16
INT
12
WIS
15
save
CHA
18
save
Undying Rot. The Plague Wight does not breathe, eat, or sleep. It is immune to the poisoned condition and to poison damage. It is vulnerable to radiant damage.
Plaguebound. Any time the Plague Wight deals necrotic damage to a living creature, the area within 5 feet of that creature becomes tainted for 1 minute. Taunted ground counts as difficult terrain and any corpse placed there becomes a potential Minion Surge seed. A creature standing in tainted ground at the start of its turn must succeed on a Constitution saving throw or take necrotic damage.
Minion Surge. When a creature dies within 30 feet of the Plague Wight and its body is not immediately buried or carried away, the corpse becomes diseased and has a 25 percent chance per day of rising as a Diseased Carrion (use zombie stats but immune to poison and dealing necrotic on hit). The wight can animate up to two such carrion at a time.
Shared Sight. The Plague Wight can see through the eyes of beasts it has possessed and can communicate telepathically with them. While possessing a beast it retains its own hit points and traits but uses the host's physical movement and actions.
Lair Action (Plague Miasma). If the Plague Wight is within its lair, once per day it can create a Plague Miasma. The miasma fills a 30-foot-radius centered on the wight. Creatures that start their turn in the miasma must make a Constitution save or be poisoned for 1 minute; while poisoned in the miasma they also take necrotic damage at the start of each of their turns. The save can be repeated at the end of each of the creature's turns. The miasma lasts for 1 minute or until the wight ends it as a bonus action.
Multiattack. The Plague Wight makes two Spectral Scythe attacks.
Spectral Scythe. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: slashing damage plus necrotic damage. If the target is a living creature, it must succeed on a Constitution saving throw or gain one level of exhaustion as the scythe's rot seeps into the wounds.
Chill Rot. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: necrotic damage, and the target's hit point maximum is reduced by an amount equal to the damage taken. The reduction lasts until the target finishes a long rest. If this reduces the target to 0 hit points, the target dies and its corpse becomes diseased and may be animated by the Plague Wight's Minion Surge trait.
Possess Fauna. The wight targets one beast of CR 1 or lower that it can see within 60 feet. The target must succeed on a Wisdom saving throw or be possessed. While possessed, the beast acts as the Plague Wight's proxy: the wight uses the beast's statistics but retains its own HP and Legendary Resistances and can use the beast to move and attack. The wight can end the possession as a bonus action. If the beast drops to 0 HP, the wight is forced out and the beast dies and becomes a diseased husk. This trait recharges on a roll of 5 or 6.
Reverberating Shriek. When a creature within 10 feet hits the Plague Wight with a weapon attack, the wight emits a pulsating shriek. Each creature of the wight's choice within 10 feet must succeed on a Constitution saving throw or take necrotic damage and have their speed halved until the end of their next turn.
Cantrips
Chill Touch (at will)Necromancy Ranged necrotic bolt that reduces hit point maximum on hit. At will.
2nd level
Hold Person (2/day)Enchantment The wight attempts to freeze a creature in place with necrotic chill. One humanoid it can see must make a DC 15 Wisdom saving throw. On a failed save the target is paralyzed for 1 round. Usable 2/day.
4th level
Blight (1/day)Necromancy The wight calls on rot to wither living flesh. The target must make a DC 15 Constitution saving throw. On a failed save the target takes 8d6 necrotic damage, or half as much on a success. The target also has its speed reduced by 10 feet until the end of its next turn. Usable 1/day.
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