Inn-Wight

Small undead, any neutral

STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (+0) 9 (-1) 9 (-1) 11 (+0)

Armor Class 11
Hit Points 21 (6d6)
Speed 0 ft., fly 20 ft.
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 30 ft., passive Perception 9
Languages understands but does not speak any languages it knew in life
Challenge 3 (700 XP)

Special Traits

  • Incorporeal Movement. The inn-wight can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, or if it passes over an unbroken line of salt, it takes 5 (1d10) force damage.
  • Energy Drain. When an inn-wight makes contact with a sleeping humanoid, it must make a DC 15 Wisdom saving throw each hour, for up to 8 hours. On a failure the creature is drained of one Hit Die’s worth of hit points, and its maximum hit points are reduced accordingly. On a success the creature wakes up and the inn-wight flees. A creature reduced to zero hit points makes death saving throws, as normal. Each long rest recovers one Hit Die’s worth of hit points, or a greater restoration will restore all hit points.

Actions

  • Multiattack. The inn-wight can make 1d6 tantrum attacks.
  • Tantrum. Ranged Weapon Attack: +3 to hit, range 30 ft., one target. Hit: 3 (1d4+1) bludgeoning damage. Requires the presence of small, loose objects.

Tactics

Inn-wights are not intentionally malicious; they are unaware of the effects of their suffering. But if angered or trapped, it will hurl the objects in a room at its attacker in a typically childish fit.

Description

These ghosts appear as shimmering, insubstantial forms of children, with sad, lonely faces and hollow spaces where their eyes should be.

Lonely Souls. Inn-wights are the ghosts of children who do not realize that they are dead, and they wander a city in search of warmth and comfort. Inns are considered welcoming, and these ghosts crawl into bed with someone who resembles a lost parent or who at least appears to offer some inkling of kindness or security.

The ghost’s presence plagues a victim with nightmares full of loneliness and despair, draining the warmth -and life – from a person’s body. If an inn-wight remains with a mortal until dawn, the victim awakens, shivering and weakened, with a sense of having aged years in one night.

Childish Superstition. Respectable inns in very old cities often follow the tradition of adding a “salt surcharge” to the cost of a room, enough to obtain a small bag of salt each night to spread in a protective circle around the bed to keep any wandering inn-wights at bay.

Section 15: Copyright Notice

Creature Collection 5e Copyright 2020 Onyx Path Publishing, Inc.

This is not the complete license attribution - see the full license for this page