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 Drink Life.
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 wight regains a number of Hit Points equal to the Necrotic damage taken.