1. Races

Hollow Wight

Hollow Wight

Medium undead, unaligned


Armor Class 12 (tattered robes, semi-corporeal flesh)

Hit Points 45 (6d8 + 18)

Speed 20 ft.


STR 12 (+1)

DEX 10 (+0)

CON 16 (+3)

INT 5 (–3)

WIS 12 (+1)

CHA 6 (–2)


Saving Throws Wis +3
Skills Perception +3
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses Darkvision 60 ft., passive Perception 13
Languages — (understands its name, or fragments of life, but cannot speak)
Challenge 3 (700 XP)
Proficiency Bonus +2


TRAITS

Broken Mind.

The Hollow Wight is trapped in a looping memory and pays little attention to intruders unless approached or startled. Creatures attempting to sneak past it have advantage on Stealth checks.

Shadow-Tether.

If the Hollow Wight is more than 60 feet from the site of its original death or the planar thin spot (DM’s choice), it becomes incorporeal and unable to take actions until it returns within range.

Flickering Body.

The Hollow Wight constantly shifts between the Shadowfell and Material Plane energies. Whenever it is hit by a critical hit, roll a d6:

  • 1–3: The attack deals normal damage (critical reduced).

  • 4–6: The critical hits as normal.

Echo of Life.

Once per turn, when a creature speaks a name the Hollow Wight held in life (DM’s list), the wight must make a DC 12 Wisdom saving throw or become Stunned until the start of its next turn as memories surge through it.

Memory Loop.

At the start of each of its turns, roll a d4 to determine its behavior:

  1. Wanders aimlessly (half speed, no action)

  2. Repeats an old task (mimes stirring a pot, turning pages, etc.)

  3. Mutters silent words (takes Dodge action)

  4. Reacts to presence (can act normally this turn)

If attacked, the loop breaks and it acts normally thereafter.


ACTIONS

Shadow Swipe.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 8 (2d6 + 1) necrotic damage.

Draining Touch (Recharge 5–6).

Melee Spell Attack: +4 to hit, reach 5 ft., one target.
Hit: 12 (3d6 + 2) necrotic damage, and the target must succeed on a DC 13 Constitution saving throw or have its Strength score reduced by 1d4.
This reduction lasts until a short or long rest.
If a creature’s Strength is reduced to 0, it falls unconscious (not killed).

Shadow Spill (Shadowfell Environmental Echo).

Bonus Action. The Hollow Wight flickers violently, causing thin tendrils of gloom to spread.
Creatures within 5 feet must succeed on a DC 12 Wisdom saving throw or be frightened until the end of their next turn.
This ability can be used only when the wight is within 30 feet of the planar thin spot.


DESCRIPTION

Hollow Wights are tragic remnants—bodies sucked into the Shadowfell during a failed resurrection. They retain only the faintest shadows of their memories. Their eyes are empty pits, their voices silent, their movements slow and repetitive.

They are not angry or hateful.
They are simply lost.

Some still carry gestures from life—
a shrug,
a tap of the fingers,
a habit of arranging books or mixing imaginary reagents.


Optional Variant: Identity Trigger

If a creature says the apprentice’s full name and something meaningful about who they were, the Hollow Wight must make a DC 15 Wisdom save.

On a failure, it collapses, trembling, and harmlessly fades for 1 minute. It will not attack the party afterward unless provoked.