Wight | Monsters

Type Undead
Hit Points 45 (6d8 + 18)
Armor Class 14
Challenge 3, 700 XP
Speed 30 Ft.
Size Medium
Alignment Neutral Evil
Languages The Languages It Knew In Life
Senses Darkvision 60 Ft., Passive Perception 13
Skills Perception +3, Stealth +4
Condition Immunities Poisoned
Damage Immunities Necrotic; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren't Silvered
Strength Dexterity Constitution Intelligence Wisdom Charisma
15 14 16 10 13 15

Description

Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.

Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. 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. 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 wight's 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.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


This data originates from the System Reference Document V5.1 "SRD5" and is suitable for D&D 5e. "D&D", "D&D 5e", and other such product names are owned by Wizards of the Coast.

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