Chalk Wight
Medium undead, lawful evil
The limestone quarries above the Reach buried their share of cutters, and the white dust kept their grudges. A chalk wight walks the quarry ledges pale as fresh-cut block, and where its hand falls, limbs turn heavy as stone.
Armor Class 15 (calcified quarry leathers)
Hit Points 153 (18d8 + 72)
Speed 30 ft.
- STR
- 17 (+3)
- DEX
- 14 (+2)
- CON
- 18 (+4)
- INT
- 11 (+0)
- WIS
- 14 (+2)
- CHA
- 14 (+2)
Saving Throws Wis +5
Skills Athletics +6, Perception +5
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Common
Challenge 6
Traits
Undead Nature. The wight does not require air, food, drink, or sleep.
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The wight makes one calcifying touch attack and one life-draining grasp attack.
Calcifying Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) bludgeoning damage, and the target must succeed on a DC 15 Constitution saving throw or have its speed halved and be unable to take reactions until the end of its next turn as chalk crust stiffens its joints.
Life-Draining Grasp. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 20 (5d6 + 3) necrotic damage. The wight regains hit points equal to half the necrotic damage dealt. A humanoid slain by this attack rises 24 hours later as a chalk-dusted zombie under no one's control unless the body is cleansed with running river water.





