Updated wight and deathlock wight, as well as a few new variants for a dungeon I ran.

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Updated wight and deathlock wight, as well as a few new variants for a dungeon I ran.
WHICH WOULD YOU SMASH?
Frost Giant Everlasting One
Deathlock Wight
On the left, the Frost Giant! Particularly the Everlasting One. These are 22 ft (6.7 m) tall giants of the frozen north! They are a pile of Norse stereotypes, loving fighting and wrestling and boasting. But they do have a softer side with ice sculptures and carving and epic poetry! These in particular eat a troll and gain powers!...but if they ever stop pleasing the troll god that sent it, they start regenerating from wounds wrong. Extra fingers, limbs, heads, etc.
On the right, Deathlock Wight! When a person REALLY betrays their contract for power, and just keeps backstabbing even when given a second chance, they get reduced to this undead creature. Still more clever than the average person, still got their old memories, but with their flesh and most of their magic stripped away. Still has the ability to magically restrain and terrify though! But be careful, as they crave to consume the essence of life...
Qualifiers: Deathlock Wight
SMASH
PASS
When a person REALLY betrays their contract for power, and just keeps trying even when given a second chance, they get reduced to this undead creature! Still more clever than the average person, still got their old memories, but with their flesh and most of their magic stripped away. Still has the ability to magically restrain and terrify though! But be careful, as they crave to consume the essence of life...
DND Monsters: Deathlock Wight
From: Tales from the Yawning Portal (Dead in Thay) Mordenkainen's Tome of Foes and Mordenkainen Presents: Monsters of the Multiverse
Medium Undead, Lawful Evil
AC 12 (15 with mage armor)
HP 37 (5d8 + 15)
Speed 30 ft.
Str 11 +0 Dex 14 +2 Con 16 +3 Int 12 +1 Wis 14 +2 Cha +3
Saves Wis +4
Skills Arcana +3, Perception +4
Resistances Necrotic; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Immunities Poison Cannot Be Exhausted, Poisoned
Senses Darkvision 60 ft
Languages The languages it knew in life
CR 3
Traits
Innate Spellcasting. The wight's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components:
Spells can be found by typing them in my tags
At will: detect magic, disguise self, mage armor
1/day each: fear, hold person, misty step
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Actions
Multiattack. The wight attacks twice with Grave Bolt.
Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 13 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 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.
Monsters of the Multiverse
Medium Undead (Warlock), Typically Neutral Evil
AC 12
Initiative +2 (12)
HP 37 (5d8 + 15)
Speed 30 ft.
Str 11 +0 Dex 14 +2 Con 16 +3 Int 12 +1 Wis +2 Cha 16 +3
Saves Wis +4
Skills Arcana +3, Perception +4
Resistances Necrotic; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Immunities Poison Cannot Be Exhausted, PoisonedSenses Darkvision 60 ft., Passive Perception 14Languages The languages it knew in lifeCR 3 (XP 700; PB +2)
Traits
Sunlight Sensitivity. While in sunlight, the deathlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Unusual Nature. The deathlock doesn't require air, food, drink, or sleep.
Actions
Multiattack. The deathlock makes two Life Drain or Grave Bolt attacks.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) necrotic damage. The target must succeed on a DC 13 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 its hit point maximum is reduced to 0.
A Humanoid slain by this attack rises 24 hours later as a zombie under the deathlock's control, unless the Humanoid is restored to life or its body is destroyed. The deathlock can have no more than twelve zombies under its control at one time.
Grave Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 12 (2d8 + 3) necrotic damage.
Spellcasting. The deathlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
At will: detect magic, disguise self, mage armor
1/day each: fear, hold person