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Fogborn Wight

Challenge
Terrain
str
14
dex
14
con
16
int
10
wis
12
cha
14

AC 15 (brigandine leather)

HP 45 (6d8 + 18; bloodied 22)

Speed 30 ft., swim speed 30 ft.


Proficiency +2; Maneuver DC 12

Skills Perception +3, Stealth +4

Damage Resistances cold, necrotic; damage from nonmagical, non-silvered weapons

Senses darkvision 60 ft., passive Perception 13

Languages the languages it knew in life


Cold Aura. A creature that starts its turn grappled by the wight, touches it, or hits it with a melee attack while within 5 feet takes 3 (1d6) cold damage. A creature can take this damage only once per turn. If the wight has been subjected to fire damage since its last turn, this trait doesn’t function.

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

Undead Nature. A wight doesn’t require air, sustenance, or sleep.

Fogwalk. The fogborn ignores difficult terrain and damaging effects from terrain as long as its movement takes it in a direct horizontal path and ends in an unoccupied space able to support it.

In addition, when the fogborn enters or leaves a square the area becomes lightly obscured by fog that lasts until the start of the fogborn’s next turn.

Water Walker. The fogborn gains a swim speed equal to its Speed, and it can move across water as if it were solid ground.


ACTIONS

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 3 (1d6) cold damage.

Seize. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) cold damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and the only attack the wight can make is Life Drain against the grappled target.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 3 (1d6) cold damage.


BONUS ACTIONS

Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) necrotic damage, and the target makes a DC 13 Constitution saving throw . On a failure, the target’s hit point maximum is reduced by an amount equal to the necrotic damage dealt. The reduction lasts until the target finishes a long rest. A humanoid or beast reduced to 0 hit points by this attack dies. Its corpse rises 24 hours later as a zombie under the wight’s control. 

Monster Type Description

Undead are supernatural creatures or spirits that are no longer alive but are still animate. Some have been reanimated by magic spells, such as skeletons . Others, like vampires , are the products of an evil ritual or curse.