![]() ![]() A condition lasts either until it is countered (the prone condition is. ![]() Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous. Longbow: Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster’s attack, or other effect. You can use bushes, trees, wagons or whatever fits the setting and then lock them into place using the Maplock - script so that the players cant move them. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Hi Steven I usually do just as you suggest - place tokens with light and player-sight in the outdoors area. Longsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. The wight can have no more than twelve zombies under its control at one time. The target dies if this effect reduces its hit point maximum to 0.Ī 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. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful. This reduction lasts until the target finishes a long rest. Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. 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. Life Drain: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. It can use its Life Drain in place of one longsword attack. Traits Sunlight Sensitivity: While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Īctions Multiattack: The wight makes two longsword attacks or two longbow attacks. ![]()
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