Medium Undead, Chaotic Evil
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
Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 21 (4d6 + 5) cold damage. A creature hit by this attack 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 saving throw.
The frost wight emanates a 30-foot aura of pure oblivion. Any non-undead creature that starts its turn in this aura must make a DC 18 Charisma saving throw. On a failure, they suffer:
As a bonus action, the frost wight can speak hypnotic words that sap the will to live. One creature within 60 feet that can hear it 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 the Nullification Aura.
Melee Spell Attack: +10 to hit, reach 5 ft., one target.
Hit: The target must make a DC 20 Charisma saving throw or cease to exist.
The frost wight makes two attacks with Frost Touch. If Hypnotic Words of Despair is available, it can use it as a bonus action.