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Wight

Wight

Medium undead, neutral evil

Armor Class 14 (studded leather)

Hit Points 45 (6d8+18)

Speed 30ft.

STRDEXCONINTWISCHA
15 (+2)14 (+2)16 (+3)10 (+0)13 (+1)15 (+2)

Skills Perception +3, Stealth +4

Damage Resistances

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60ft., passive Perception 13

Languages the languages it knew in life

Challenge 3 (700 XP)

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

Multiattack

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

Life Drain

Melee Weapon Attack: +4 to hit, reach 5ft., 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.

Longsword

Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands.

Longbow

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

  • name Wight
  • type undead
  • alignment neutral evil
  • ac 14
  • hp 45 (6d8+18)
  • size medium
  • abilities
      • name STR
      • value 15
      • name DEX
      • value 14
      • name CON
      • value 16
      • name INT
      • value 10
      • name WIS
      • value 13
      • name CHA
      • value 15
  • speed 30ft
  • cr 3
  • skills
      • name Perception
      • value 3
      • name Stealth
      • value 4