Medium undead, Neutral Evil
| Armor Class | 14 (studded leather armor) |
|---|---|
| Hit Points | 45 (6d8 + 18) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 14 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 15 (+2) |
| Saving Throws | — |
|---|---|
| Skills | Perception +3, Stealth +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered |
| Damage Immunities | poison |
| Condition Immunities | exhaustion; poisoned |
| Senses | darkvision 60 ft., passive Perception 13 |
| Languages | the languages it knew in life |
| Challenge | 3 |
While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.
Melee Attack Roll: +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.
Melee Attack Roll: +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.
Ranged Attack Roll: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Medium undead, Neutral Evil
| Armor Class | 14 |
|---|---|
| Hit Points | 82 (11d8 + 33) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 14 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 15 (+2) |
| Saving Throws | — |
|---|---|
| Skills | Perception +3, Stealth +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | necrotic |
| Damage Immunities | poison |
| Condition Immunities | exhaustion; poisoned |
| Senses | Darkvision 60 ft., passive Perception 13 |
| Languages | Common plus one other language |
| Challenge | 3 |
While in sunlight, the wight has Disadvantage on ability checks and attack rolls.
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. Failure: 6 (1d8 + 2) Necrotic damage, and the target's Hit Points 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.