LGtC:Ayleid Wight Lord

Ayleid Wight Lord
Medium undead, neutral evil

Armor Class 18 (chain shirt, shield)
Hit Points 75 (10d8 + 30)
Speed 30 ft.

18 (+4) 15 (+2) 17 (+3) 16 (+3) 16 (+3) 13 (+1)

Saving Throws End +6, Int +6, Wil +6
Skills Arcana +6, Athletics +7, Perception +6, Religion +6
Damage Vulnerabilities {{{vulnerabilities}}}
Damage Resistances {{{resistances}}}
Damage Immunities necrotic, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60ft., passive Perception 16
Languages Aldmeris, Ayleidoon

Challenge 7 (2,900 XP)Proficiency Bonus +3
Scourge of Men (1/Turn). The wight lord deals an additional 10 (3d6) damage when it hits a target with a weapon or spell attack who is a Breton, Imperial, Nord, Redguard, or any other race of man.

Turn Defiance.The wight lord and any other undead allies within 30 feet of it have advantage on saving throws against effects that turn undead.

Undead Fortitude.If damage reduces the wight lord to 0 hit points, it must make an Endurance saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the wight drops to 1 hit point instead of 0.
Multiattack. The wight lord makes two attacks.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage, or 10 (1d10 + 4) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 2) piercing damage.

Spellcasting. The wight lord casts one of the following spells, using Willpower as the spellcasting attribute (spell save DC 14, +6 to hit with spell attack). The wight lord is an 5th level spellcaster and has 17 magicka points:

At Will: light, sun fire
Apprentice (3 magicka): command, guiding bolt, hellish rebuke, shield of faith,
Expert (5 magicka): black hand, dark flare, luminous shards, radiant shield

Found In: Legionnaire's Guide to Cyrodiil