DEATHLOCK WIGHT – 5e stats

Medium undead, neutral evil

Armor Class 12 (15 with mage armor)
Hit Points 37 (5d8 + 15)
Speed 30 ft.

Proficiency Bonus +2
Proficiency Bonus +3 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
11 (+0)14 (+2)16 (+3)12 (+1)14 (+2)16 (+3)

Saving Throws Wis +4
Skills Arcana +3, Perception +4
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages the languages it knew in life
Challenge 3 (700 XP)

Innate Spellcasting. The wight’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components:

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

ACTIONS

  • Multiattack. The wight attacks twice with Grave Bolt.
  • Crave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage.
  • Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life o r its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A deathlock wight is a type of undead creature that was once a warlock who failed to fulfill their pact with an evil patron. As a punishment, the patron or a powerful necromancer stripped them of most of their magic and turned them into a wretched being that serves them in death. A deathlock wight resembles a normal wight, except that its undead form courses with dark magic. Its eyes glow like white-hot embers, its mummified flesh covers a twisted skeleton, its hands end in deadly claws, and its teeth are sharp and jagged like needles.

COMBAT

A deathlock wight retains some of its warlock abilities, but they are corrupted by necrotic energy. It can cast spells such as fear, hold person, misty step, disguise self, and mage armor. It can also unleash a grave bolt, a ranged spell attack that deals necrotic damage and reduces the target’s hit point maximum. A deathlock wight is resistant to necrotic damage and nonmagical physical attacks, and immune to poison and exhaustion. It is vulnerable to sunlight, which impairs its vision and attacks. A deathlock wight does not need to eat, drink, breathe, or sleep.

HABITAT / SOCIETY

A deathlock wight is bound to the will of its patron or master, who usually commands it to guard a location, perform a task, or hunt down enemies. A deathlock wight has no free will or personality of its own, but it may retain some memories of its former life. A deathlock wight may work alone or in groups with other undead creatures. It has no interest in treasure or material possessions, but it may collect items that remind it of its past or please its master.

ECOLOGY

A deathlock wight is an unnatural creature that disrupts the balance of life and death. It feeds on the life force of living beings, draining their vitality and turning them into undead thralls. A deathlock wight can create more wights by killing humanoids with its grave bolt or claws. A deathlock wight has no natural predators or allies, but it may be opposed by adventurers, clerics, paladins, or other forces of good. A deathlock wight can be destroyed by reducing its hit points to zero or by removing the curse that binds it to its master.