Frost Wight

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
Traits
Frost Touch.
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.
Nullification Aura.
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:
- Disadvantage on all attacks, skill checks, and saving throws until the start of their next turn.
- If they fail by 5 or more, they are frightened of the Frost Wight for 1 minute.
Hypnotic Words of Despair.
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.
Nullification Touch (Recharge 5-6).
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.
- If a creature is erased, their body, soul, and memory vanish completely.
- They cannot be resurrected by any means short of Wish, Divine Intervention, or the intervention of a god.
- No one remembers them, no records exist, and even magical divination fails to recall them.
Fire and Light Weakness.
- Fire damage causes triple damage to the frost wight.
- A character holding any open flame (even a candle) within 5 feet forces the frost wight to roll attacks and ability checks at disadvantage.
- A torch deals 2d6 radiant damage when it hits a frost wight, bypassing resistance.
- Sunlight instantly destroys the frost wight.
Actions
Multiattack.
The frost wight makes two attacks with Frost Touch. If Hypnotic Words of Despair is available, it can use it as a bonus action.