Wight

Medium Undead, Neutral Evil

Armor Class 14   Initiative +4 (14)   Hit Points 82 (11d8 + 33)   Speed 30 ft.

STR15 (+2)
DEX14 (+2)
CON16 (+3)
INT10 (+0)
WIS13 (+1)
CHA15 (+2)

Saving Throws Str +2, Dex +2, Con +3, Int +0, Wis +1, Cha +2

Skills Perception +3, Stealth +4

Damage Resistances Necrotic

Damage Immunities Poison; Exhaustion, Poisoned

Gear Studded Leather Armor

Senses Darkvision 60 ft.; Passive Perception 13

Languages Common plus one other language

Challenge Rating 3

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.

Use the Wight in your game
Open the free Tabletop Toolkit DM screen: run encounters, roll initiative, and track combat online — no sign-up needed.