Monster · CR 3 (700 XP) · 2024 rules

Wight

Medium undead, neutral evil

  • Armor Class 14 (natural armor)
  • Hit Points 82 ()
  • Speed 30 ft.
  • Initiative +4 (14)
  • Skills ,
  • Resistances necrotic
  • Immunities poison, exhaustion, poisoned
  • Senses Darkvision 60 ft., Passive Perception 13
  • Languages Common plus one other language
  • Challenge 3 (700 XP; PB +2)

Traits

Sunlight Sensitivity. While in sunlight, the wight has Disadvantage on ability checks and attack rolls.

Actions

Multiattack. The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a use of Life Drain.

Necrotic Sword. Melee Attack Roll: , reach 5 ft. Hit: 6 () Slashing damage plus 4 () Necrotic damage.

Necrotic Bow. Ranged Attack Roll: , range 150/600 ft. Hit: 6 () Piercing damage plus 4 () Necrotic damage.

Life Drain. Constitution Saving Throw: DC 13, one creature within 5 feet. Failure: 6 () Necrotic damage, and the target’s Hit Point maximum decreases by an amount equal to the damage taken. 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 a time.

Tip: click any dice or bonus to roll it. Shift-click rolls with advantage.

From the System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. Credits