Harrowed Wightkin

Stories call them officers turned hollow by forbidden rites: once stalwart commanders who refused rest and learned to harvest death as a resource. Farmers speak of columns of pale giants appearing at dawn to recruit the dead.

MediumHumanoid(Humanoid)CR 9Lawful Evil

Harrowed Wightkin

humanoidnecromancermartialteleport
HP111AC18SPD30 ft., Climb 20 ft.CR9 (5,000 XP)AthleticsIntimidationPerception
STR
20
save
DEX
16
save
CON
16
save
INT
12
WIS
13
CHA
16
Iron Discipline. The harrowed wightkin has advantage on saving throws against being charmed and frightened.
Bone Harvest. If the wightkin reduces a humanoid to 0 hit points with its Pale Greatsword and the creature's body is left intact for at least 1 minute, the wightkin can spend an action to raise the corpse as a skeletal servant under its control. The servant follows simple commands and lasts 1 hour or until destroyed. The wightkin can control up to 3 servants at a time.
Ward Against Displacement. When the wightkin is targeted by a spell that would teleport it or force it to move against its will, it can use its reaction to succeed on the saving throw automatically.
Multiattack. The harrowed wightkin makes two Pale Greatsword attacks.
Pale Greatsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 17 () slashing damage plus 7 () necrotic damage. If the target is a creature, it must succeed on a Constitution saving throw or have its hit point maximum reduced by the necrotic damage amount. The reduction lasts until the target finishes a long rest. A creature reduced to 0 hit points this way rises as a skeletal servant under the wightkin's control at the start of the wightkin's next turn. The servant is hostile to the servant's former allies and obeys the wightkin's verbal commands. The servant remains for 1 hour, until destroyed, or until the wightkin dies.
Arcane Grasp (cantrip). Ranged Spell Attack: to hit, range 120 ft., one target. Hit: 11 () force damage, and the target has disadvantage on the next attack roll it makes before the end of the harrowed wightkin's next turn.
Iron Parry. When a creature misses the wightkin with a melee attack, the wightkin can add +4 to its AC against that attack, potentially causing the attack to miss.
Swift Grasp. The harrowed wightkin makes one Arcane Grasp attack or moves up to its speed without provoking opportunity attacks.
Shadow Step (Costs 2 Actions). The wightkin teleports 30 feet to an unoccupied space it can see. If it ends within 5 feet of a creature, it can make one Pale Greatsword attack against that creature.
Cantrips
Arcane GraspEvocation A cantrip attack that deals 2d8 force and imposes disadvantage on the target's next attack.
4th level
Innate SpellcastingNecromancy and Conjuration The wightkin uses Charisma as its spellcasting ability (spell save DC 15, +7 to hit with spell attacks). It has the following spells prepared. At will: Chill Touch (as cantrip), Mage Armor. 3/day each: Mirror Image, Misty Step. 2/day each: Counterspell, Dispel Magic. 1/day each: Dimension Door, Blight.
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