Wight

Medium · Undead · CR 3

Wight
Type
Undead
Size
Medium
Alignment
neutral evil
Armour class
14 (studded leather)
Hit points
45 (6d8+18)
Initiative
+2
Speed
30 ft.
Skills
Perception +3, Stealth +4
Damage immunities
necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Condition immunities
poisoned
Senses
darkvision 60 ft., passive Perception 13
Languages
the languages it knew in life
Challenge
3 (700 XP)
Ability scores
STRDEXCONINTWISCHA
15 (+2)14 (+2)16 (+3)10 (+0)13 (+1)15 (+2)

Traits

Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain. Melee Weapon Attack: +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.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Longsword. Melee Weapon Attack: +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.

Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.

This monster is different in the other edition

What20142024
Hit points4582

Read the other edition's version · Everything that changed for monsters