This was a fun encounter.
Hevrendall was the former security chief of the Divinity. My players, discovering that they could not retreat to an extra-dimensional space to rest and being caught by laser turrets multiple times decided to be a lot more careful. The stealthy monk-assassin Sylvanus started sneaking ahead to scout rooms. She eventually came to the room with the winter wight Hevrendall. When she entered the room she rolled a stealth check of 20 and I rolled a 19 for the wight so I wanted to indicate that the wight had noticed something but had not been alerted. Sitting in a freezing cold room facing dozens of monitors with his back to the door. I said that the wight turns his head with a creaking of frosty bones. The players said “you mean 360 degrees?!” This isn’t what I meant but I decided to go with it and described an exorcist type moment with cracking bones and all. That freaked out the monk’s player who immediately stepped back and closed the door.
After much discussion about what to do they decided to open the door and, if need be, rush the creature but they were not sure it was hostile. As soon as they opened the door I described the wight floating there right at the doorway. Again, freaking out the more visceral players. Combat ensued and the characters were worried about this blackfire affect but killed Hevrendall before the third save failed…
ARCH-MILITANT ALEXANDER HEVRENDALL
Medium undead, chaotic evil
Armour Class 19 (ruined battle armour)
Hit Points 325 (20d8+180)
Speed 30 ft. with a constant airwalk affect active.
STR 30 (+10) DEX 23 (+6) CON 16 (+3)
INT 11 (+0) WIS 18 (+4) CHA 29 (+9)
Skills Perception +3, Stealth +4
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
Damage Vulnerabilities fire.
Damage Immunities poison, cold
Condition Immunities exhaustion, poisoned
Senses darkvision 60ft., passive Perception 13
Challenge 17 (18,000 XP)
Aura of Cold. Winterwights are surrounded by a 10-foot radius of deathly chill. Any creatures within this area during the winterwight’s turn takes 5 (2d10) points of cold damage. All creatures of the cold subtype within this area (including the winterwight) are treated as regeneration.
Blackfire. Whenever a winterwight damages a creature with a bite or claw, the wound erupts with tongues of black fire. For the next 1 minute, the victim must make a DC 19 Constitution saving throw at the start of its turn or take 10 (3d6) points of cold and necrotic damage. The winterwight gains the same number of temporary hit points each time the creature fails a saving throw against blackfire.
- The second time the affected creature fails the saving throw it is stunned as well as taking damage 10 (3d6) points of cold and necrotic damage.
- The third time the affected creature fails the saving throw it dies.
A creature cannot be affected by more than one instance of blackfire at a time.
Regeneration. The winterwight regains 10 hit points at the start of its turn. If the winterwight takes fire, this trait doesn’t function at the start of the revenant’s next turn. The winterwight’s body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
Turning Defiance. The winterwight has advantage on saving throws against effects that turn undead.
Void-born. Any cold damage heals the winterwight the same number of hit points as the cold damage done.
Multiattack. The winterwight makes three attacks only one of which maybe a bite attack.
Ice Claw. Melee Weapon Attack: +16 to hit, reach 5 ft., one creature.
Hit: 14 (1d8 + 10) slashing damage plus blackfire.
Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Ebal Kai, incapacitated, or restrained.
Hit: 13 (1d6 + 10) piercing damage plus blackfire.
Rend. If both claw attacks hit the same target the winterwight may make a rend attack as a bonus action. This attack does 18 (2d8 +10) slashing damage plus blackfire.
Blackfire Shroud. When a winterwight is reduced to 0 hit-points it explodes in a miasma of blackfire in a 20 ft. radius. Each creature in that area must make a DC 21 Constitution saving throw, taking 63 (18d6) cold and necrotic damage (50/50) on a failed save, or half as much damage on a successful one. The area of the burst is considered difficult terrain for the next 10 minutes.
Human-sized and of a deathly blue color, this long-taloned skeletal creature is partially encased in jagged sheets of ice. The poor sod still wears is military uniform which is covered in hoary frost.