b'Wight, Warlock \n'b'  Family:   Wight  \n'b'  Medium   undead ,  neutral evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  65 (10d8 + 20)  Speed  fly 30 ft. (hover)\n'b' STATS STR: 11 (+0) DEX:  10 (+0)  CON:  13 (+1)  INT:  15 (+2)  WIS:  13 (+1)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +2,  Wis  +3  Skills   Perception  +3,  Stealth  +2  Damage Resistances  necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons; plus one other damage type of its choosing (see Fiend\xe2\x80\x99s Luck)  Damage Immunities  poison  Condition Immunities   exhaustion ,  poisoned   Senses   darkvision  60 ft., passive  Perception  13  Languages  the languages it knew in life  Challenge  4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Fiend\xe2\x80\x99s Luck . At the start of an encounter, the warlock wight chooses one of the following damage types to have  resistance  to: acid, cold, fire, force, lightning, psychic, radiant, or thunder. \n'b'  Headless Fortitude . If damage reduces the warlock wight to  0 hit points , it collapses as if destroyed. At the start of its next turn, it regains 25  hit points , provided the damage that destroyed it wasn\xe2\x80\x99t from a critical hit. Only the  wight\xe2\x80\x99s  head becomes active; the body remains inert. The  wight  retains all its stats and abilities except its Claws  attack , which it can\xe2\x80\x99t use. It doesn\xe2\x80\x99t regain the use of expended spells. \n'b'  Innate Spellcasting . The warlock wight\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 14, +6 to hit with spell attacks). The  wight  can innately cast the following spells, requiring no components.\n'b'\n'b'\n'b'  At will :  chill touch , fire bolt,  minor illusion , poison spray,  ray of frost ,  shocking grasp  \n'b'  1/day each :  blight *,  dimension door ,  flesh to stone , hellish rebuke*,  hypnotic pattern ,  shatter * \n'b'\n'b'  Sunlight Sensitivity . While in sunlight, the warlock wight has disadvantage on  attack  rolls and on  Wisdom  ( Perception ) checks that rely on sight. \n'b'\n'b' *cast using a 5th-level slot \n'b' ACTIONS \n'b'\n'b'  Claws .  Melee Weapon Attack : +2 to hit, reach 5 ft., one creature.  Hit : 5 (1d6 + 2) bludgeoning damage. \n'b'  Life Drain .  Melee Spell Attack : +6 to hit, reach 5 ft., one creature.  Hit : 7 (1d6 + 4) necrotic damage. The target must succeed on a DC 14  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 warlock wight\xe2\x80\x99s 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. \n'b'\n'b' ABOUT \n'b' These are the rarest of all wights, since they\xe2\x80\x99re created only when warlocks who serve a particular, deceitful fiend fall completely for its lies and have themselves interred according to its complicated instructions. Most warlocks who serve fiends are smart enough to understand when they\xe2\x80\x99re being lied to by their patron, and even to expect it. Most, but not all. \n'b' No one knows the name or true nature of this fiend, since it never uses the same name or appearance twice when dealing with mortals. It\xe2\x80\x99s believed that for the fiend, that\xe2\x80\x99s part of the appeal in this arrangement. \n'b' Warlocks who become warlock wights are decapitated at the time of their interment. When the body rises, the head floats a few inches above the neck. Even when the body is destroyed, the head often survives and continues casting spells and draining life from its enemies. \n'b'  Undead Nature . A warlock wight doesn\xe2\x80\x99t require air, food, drink, or sleep.'