Frost Wight

Medium undead, neutral evil

Armor Class 17 (half-plate)
Hit Points 165 (22d8 + 66)
Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 18 (+4)

Saving Throws Int +5, Wis +6
Skills Arcana +5, Perception +6
Damage Vulnerabilities radiant, fire

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities cold, poison, necrotic
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive perception 16
Languages Common, Aquan, Abyssal
Challenge 16 (15,000 XP)

Special Traits

  • Frost Stride. Difficult terrain composed of ice or snow doesn’t cost the frost wight extra moment, and, while on ice, it ignores any penalties or disadvantage to Strength and Dexterity checks or saving throws for being on a slippery surface.
  • Legendary Resistance (3/Day). When the frost wight fails a saving throw, it can choose to succeed instead.
  • Sunlight Sensitivity. While in sunlight, the frost wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Turn Resistance. The frost wight has advantage on saving throws against any effect that turns undead.
  • Winter Sight. The frost wight can see clearly in areas obscured by falling snow, flurries, snow storms, and fog.

Actions

  • Multiattack. The frost wight makes two weapon attacks with its longsword or ice javelin. It can use its Draining Cold in place of one melee attack.
  • Draining Cold. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. The target must succeed on a DC 16 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 creature, other than an undead or construct, slain by this attack rises 24 hours later as a zombie under the frost wight’s control, unless the creature is restored to life or its body is destroyed. There is no limit to the number of zombies the frost wight can control. Zombies created this way are immune to cold damage.
  • Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, plus 14 (4d6) cold damage, or 8 (1d10 + 3) slashing damage plus 14 (4d6) cold damage, if used in two hands.
  • Ice Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 13 (4d6) cold damage.

Legendary Actions

The frost wight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The frost wight regains spent legendary actions at the start of its turn.

  • Attack. The frost wight makes a longsword or ice javelin attack.
  • Command Zombie. One zombie, under the control of the frost wight, makes a melee attack against a creature of the frost wight’s choice.
  • Freezing Touch. The frost wight touches a creature within 5 feet. The target must succeed on a DC 16 Constitution saving throw, or be incapacitated and have its speed reduced to 0 until the end of its next turn.

A rare few wights have a greater level of control over their sapping of life from the world than their kin. These frost wights are able to siphon away the warmth from an area with such precision that they can form weapons of ice from the frozen moisture of the air.

Section 15: Copyright Notice

Ultimate Bestiary: The Dreaded Accursed, Copyright 2020, Chris Haskins, Nord Games LLC.

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