5e SRD 5.2.1 · 5.2.1
Wight
Monsters > Wight
Medium Undead, Neutral Evil AC 14 Initiative +4 (14) HP 82 (11d8 + 33) Speed 30 ft. MOD SAVE MOD SAVE MOD SAVE Str 15+2+2Dex 14+2+2Con 16+3+3 Int 10+0+0WIS 13+1+1Cha 15+2+2 Skills Perception +3, Stealth +4 Resistances Necrotic Immunities Poison; Exhaustion, Poisoned Gear Studded Leather Armor Senses Darkvision 60 ft.; Passive Perception 13 Languages Common plus one other language CR 3 (XP 700; PB +2) 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. Will-o’-Wisp