Frost Wight

Frost Wight

"The fire went out. Then the screaming started. Then the screaming stopped."
— Last entry, Shoing mountain patrol log


IDENTITY

  • Common Name: Frost Wight
  • Classification: Undead
  • Alternate Names: Nullwalker, the Erasure (Antaean scholars)

DESCRIPTION

The Frost Wight is a medium-sized undead entity wreathed in a perpetual corona of cold air that distorts light around its body like a heat shimmer in reverse. Its form is vaguely humanoid but wrong in proportion — too still, too upright, joints that don't bend quite right. The temperature drops noticeably within thirty feet of it. Its touch causes immediate paralysis, and it radiates an aura of psychic nullification that saps the will of living creatures nearby. Most unsettlingly, the Frost Wight's highest ability — a touch of absolute erasure — can remove a creature from existence so completely that no one remembers them.

  • Size: Medium — humanoid height and build
  • Distinguishing Traits: Cold distortion halo, hovering slightly above the ground, silence where there should be sound, eyes that appear as two points of dim light in deep shadow

HABITAT & RANGE

Frost Wights haunt the coldest margins of the world: the northern reaches of [Irna](Irna/Welcome to Irna), the southern coastlines of [Antaea](Antaea/Welcome to Antaea), and the northern highlands of [Shoing](Shoing/Welcome to Shoing). They seem drawn to isolated, cold places — abandoned fortifications, snowbound passes, frost-locked ruins — though the exact mechanism of their creation is not well understood. They do not migrate or congregate; each is solitary and territorial.


BEHAVIOR

Methodical and unhurried. The Frost Wight does not rage or rush — it advances steadily, relying on its nullification aura to weaken the opposition before engaging directly. It uses hypnotic words to paralyze isolated targets and finishes them with its Frost Touch. Its ultimate ability — the Nullification Touch — appears to be used selectively, as if the creature derives something particular from the complete erasure of a living being rather than a simple kill.


THREAT & DEFENSE

Extremely dangerous. The Frost Wight's combination of paralysis, a wide nullification aura imposing disadvantage on all rolls, and a kill-touch that can remove a creature from reality entirely makes it one of the most feared undead in the northern regions. Its primary weakness is fire and light: even a candle held within five feet forces disadvantage on its attacks, a torch strike deals radiant damage bypassing resistance, and direct sunlight destroys it instantly. Fighting a Frost Wight at night, in a blizzard, without fire, is close to a death sentence.


STAT BLOCK

Medium Undead, Chaotic Evil

Armor Class 18 (natural armor)
Hit Points 150 (20d8 + 60)
Speed 30 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 10 (+0) 14 (+2) 16 (+3)

Saving Throws Wis +7, Cha +8
Skills Perception +6, Intimidation +8
Damage Resistances cold, necrotic, psychic; bludgeoning/piercing/slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Abyssal, Common
Challenge 11 (7,200 XP)

Traits

  • Nullification Aura: Any non-undead creature that starts its turn within 30 feet must make a DC 18 Charisma saving throw. On a failure, it has disadvantage on all attacks, skill checks, and saving throws until the start of its next turn. Failing by 5 or more also causes the creature to be frightened of the Frost Wight for 1 minute.
  • Fire and Light Weakness: Fire damage deals triple damage to the Frost Wight. An open flame within 5 feet forces disadvantage on its attacks and ability checks. A torch strike deals 2d6 radiant damage bypassing resistance. Sunlight instantly destroys it.

Actions

  • Multiattack: The Frost Wight makes two Frost Touch attacks. If Hypnotic Words of Despair is available, it may use it as a bonus action.
  • Frost Touch: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 5) cold damage. The target must make a DC 17 Constitution saving throw or be paralyzed for 1 minute (save at the end of each of its turns). Creatures immune to cold damage have advantage on this save.

Bonus Actions

  • Hypnotic Words of Despair: One creature within 60 feet that can hear the Wight must make a DC 18 Wisdom saving throw or be paralyzed until the start of the Frost Wight's next turn. A paralyzed creature also suffers the effects of Nullification Aura.

Reactions

  • Nullification Touch (Recharge 5–6): Melee Spell Attack: +10 to hit, reach 5 ft., one target. The target must make a DC 20 Charisma saving throw or cease to exist — body, soul, and memory vanishing completely. They cannot be resurrected by any means short of Wish, Divine Intervention, or the direct action of a deity. No one remembers them; no records persist.