Wight, Lunar

Family: Wight

Medium undead, chaotic evil

Armor Class 17 (natural armor)
Hit Points 97 (13d8 + 39)
Speed 30 ft.

20 (+5) 16 (+3) 16 (+3) 11 (+0) 16 (+3) 17 (+3)

Skills Perception +6, Stealth +6
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages Common
Challenge 8 (3,900 XP)

Special Traits

  • Create Spawn. Any humanoid creature slain by a lunar wight under the light of the moon becomes a lunar wight itself in 1d4 rounds. If the corpse is kept from direct exposure to moonlight, then this transformation is delayed until the rise of the next full moon. Spawn so created are less powerful than typical lunar wights and suffer disadvantage on Wisdom ability checks and saving throws and have two fewer Hit Dice. Spawn are under the command of the lunar wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed lunar wights. They do not possess any of the abilities they had in life.
  • Gaze of Lunacy. If a creature begins its turn within 30 feet of the lunar wight and the two can see one another, the wight can force the target to make a DC 14 Wisdom saving throw if the wight isn’t incapacitated. On a failed save, the creature becomes affected by the confusion spell for 1 minute. The creature can repeat this save at the end of each of its turns, ending the effect on itself with a success. A creature that isn’t surprised can choose to avert its eyes and thus avoid making the saving throw at the start of its turn. If the creature does this, it cannot see the lunar wight until the start of its next turn, when it may choose to avert its eyes again.
  • Resurrection Vulnerability. A raise dead or similar spell cast on a lunar wight destroys it unless it succeeds on a Wisdom saving throw against the caster’s spell save DC. Casting raise dead in this way does not require a material component.


  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) necrotic damage, and the target’s Wisdom score is reduced by 1d4. The target falls drops to 0 hit points and is dying if its Wisdom score falls to 0. Otherwise, this reduction ends when the target completes a short or long rest.
  • Unearthly Shriek. The lunar wight unleashes a blood-curdling shriek. Any living creature within 30 feet that can hear this shriek must make a DC 14 Wisdom saving throw or become frightened for 1 minute. A frightened creature can attempt a new saving throw at the end of each of its turns, ending the effect on itself with a success. A creature that succeeds on this saving throw becomes immune to the lunar wight’s shriek for 24 hours.


Lunar wights are humanoids who rise as undead after being brutally slain and their corpse abandoned under the light of a full moon. Lunar wights arise when a dark spirit from beyond this world possesses the corpse and permanently enters the dead body. While still somewhat recognizable to those who knew them in life, the wight’s face bears a deathly grimace set with beastlike teeth and its eyes glow with madness. Lunar wights burn with hatred for the living and they seek to devour the flesh and steal the vital energy of any living creature they come across. Oddly, the undead creature’s arms hang by its sides, as if the bizarre spirit possessing the corpse were unfamiliar with the concept of such manipulative appendages or incapable of exerting more than rudimentary control over them.

The flesh of this gaunt walking corpse is pale and drawn; its sunken eye sockets glimmer with the cold deranged gleam of moonlight.

Section 15: Copyright Notice

Mythos Monsters (5E) © 2020, Legendary Games; Authors Michael "solomani" Mifsud, Robert J. Grady, Mark Hart, Jeff Ibach, Alex Riggs, Scott D. Young, Jeff Lee, Matt Kimmel, and Jason Nelson.

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