Wight, Warlock

Family: Wight

Medium undead, neutral evil

Armor Class 15 (natural armor)
Hit Points 65 (10d8 + 20)
Speed fly 30 ft. (hover)

11 (+0) 10 (+0) 13 (+1) 15 (+2) 13 (+1) 19 (+4)

Saving Throws Dex +2, Wis +3
Skills Perception +3, Stealth +2
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons; plus one other damage type of its choosing (see Fiend’s Luck)
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
Challenge 4 (1,100 XP)


  • Fiend’s Luck. At the start of an encounter, the warlock wight chooses one of the following damage types to have resistance to: acid, cold, fire, force, lightning, psychic, radiant, or thunder.
  • Headless Fortitude. If damage reduces the warlock wight to 0 hit points, it collapses as if destroyed. At the start of its next turn, it regains 25 hit points, provided the damage that destroyed it wasn’t from a critical hit. Only the wight’s head becomes active; the body remains inert. The wight retains all its stats and abilities except its Claws attack, which it can’t use. It doesn’t regain the use of expended spells.
  • Innate Spellcasting. The warlock wight’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The wight can innately cast the following spells, requiring no components.
  • Sunlight Sensitivity. While in sunlight, the warlock wight has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

*cast using a 5th-level slot


  • Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
  • Life Drain. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) necrotic damage. The target must succeed on a DC 14 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 warlock wight’s control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.


These are the rarest of all wights, since they’re created only when warlocks who serve a particular, deceitful fiend fall completely for its lies and have themselves interred according to its complicated instructions. Most warlocks who serve fiends are smart enough to understand when they’re being lied to by their patron, and even to expect it. Most, but not all.

No one knows the name or true nature of this fiend, since it never uses the same name or appearance twice when dealing with mortals. It’s believed that for the fiend, that’s part of the appeal in this arrangement.

Warlocks who become warlock wights are decapitated at the time of their interment. When the body rises, the head floats a few inches above the neck. Even when the body is destroyed, the head often survives and continues casting spells and draining life from its enemies.

Undead Nature. A warlock wight doesn’t require air, food, drink, or sleep.

Section 15: Copyright Notice

The Scarlet Citadel. © 2021 Open Design LLC. Authors: Steve Winter, Wolfgang Baur, Scott Gable, and Victoria Jaczo.

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