Wight

Medium Undead, Neutral Evil


AC 14Initiative +4 (14)

HP 82 (11d8 + 33)

Speed 30 ft.


STR
15
Mod +2
Save +2
DEX
14
Mod +2
Save +2
CON
16
Mod +3
Save +3
INT
10
Mod +0
Save +0
WIS
13
Mod +1
Save +1
CHA
15
Mod +2
Save +2

Skills Perception +3, Stealth +4

Gear Studded Leather Armor

Resistances Necrotic

Immunities Poison; Exhaustion, Poisoned

Senses Darkvision 60 ft.; Passive Perception 13

Languages Common plus one other language

CR 3 (XP 700; 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: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 4 (1d8) Necrotic damage.

Necrotic Bow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 4 (1d8) Necrotic damage.

Life Drain. Constitution Saving Throw: DC 13, one creature within 5 feet. Failure: 6 (1d8 + 2) 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.