Vault Wight - AI-generated fantasy Monster

Vault Wight

The Order that built Bone Bastion believed treasure should be protected not by greed but by restraint. They carved their vows into marrow-slick stone and fed those vows with the memories of loyal custodians. A vault wight is what remains when a custodian is buried too close to the hoard and the oath outlives the flesh. It does not merely defend treasure. It enforces the idea that possession is sacred and silence is law.

MediumUndead(Undead)CR CR 4lawful evil

Vault Wight

undeadguardiandungeonbonetreasuresilentcontrol
HP82AC16SPD30 ft.CR4 (1,100 XP)PerceptionStealthIntimidation
STR
16
DEX
12
CON
16
save
INT
8
WIS
12
save
CHA
10
Undead Nature. The vault wight is undead and does not require air, food, drink, or sleep. It has advantage on saving throws against being charmed or frightened.
Possessive Zeal. The vault wight has advantage on attack rolls against any creature that has openly taken, broken, or claimed treasure from the vault during the current encounter.
Treasure Sense. While within its lair, the vault wight can sense the location of unattended valuable objects and treasure chests, even if hidden behind simple barriers as described in its treasure sense.
Grave-Chain Halberd. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 9 () necrotic damage plus 3 () force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from the vault wight and knocked prone.
Oath-Silence. The vault wight targets one creature it can see within 30 feet that is standing on stone, bone, or metal. The target must make a Wisdom saving throw. On a failure, it takes 10 () psychic damage and is unable to speak above a whisper until the end of its next turn. On a success, it takes half damage and suffers no other effect. A creature that fails this save by 5 or more is also restrained by invisible oath-chains until the start of its next turn.
Marrow Shard Burst. The vault wight disturbs the polished marrow beneath its feet in a 10-foot radius. Each creature of its choice in that area must make a Dexterity saving throw or take 7 () slashing damage from erupting bone splinters and have its speed reduced by 10 feet until the end of its next turn. The area becomes difficult terrain until cleared.
Chain-Swivel Parry. When a creature it can see within 5 feet hits it with a melee attack, the vault wight reduces the damage by 4 and can move up to 5 feet without provoking opportunity attacks from the attacker. This movement must end on stone, bone, or metal.
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