Medium undead, neutral evil
- Armor Class
- 14
- Hit Points
- 82 (11d8 + 33)
- Speed
- 30 ft.
- Challenge
- 3 (700 XP)
- Skills
- Stealth +4, Perception +3
- Damage Resistances
- necrotic
- Damage Immunities
- poison
- Condition Immunities
- exhaustion; poisoned
- Senses
- Darkvision 60 ft., passive Perception 13
- Languages
- Common plus one other language
Traits
While in sunlight, the wight has Disadvantage on ability checks and attack rolls.
Actions
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.
Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 4 (1d8) Necrotic damage.
Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 4 (1d8) Necrotic damage.
con DC 13, one creature within 5 feet. 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.