Wight
Medium · Undead · Neutral Evil
HP82
AC14
CR3
Speed 30 ft.
Ability Scores
STR15 (+2)
DEX14 (+2)
CON16 (+3)
INT10 (+0)
WIS13 (+1)
CHA15 (+2)
Details
Initiative +4 (14) Skills Perception +3, Stealth +4 Resistances Necrotic Immunities Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 13 Languages Common plus one other language Gear Studded Leather Armor
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.
All text above is reproduced verbatim from the D&D 5e 2024 SRD. No AI interpretation.