Wight

5e

medium undead, neutral evil

Challenge 3 (700 XP)

STR
15 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)

Defense

Armor Class 14 (armor)
Hit Points 45 (6d8+18)
Speed 30 ft.

Proficiencies & Senses

Skills Perception +3, Stealth +4
Languages The Languages It Knew In Life
Darkvision 60 ft.
Passive Perception 13

Traits

Damage Resistances Necrotic, Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren'T Silvered
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned

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 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.

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.

Longbow

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

Reference Text

A gaunt undead warrior in dark leather armor, wielding a longsword and longbow, with glowing eyes and a sense of unholy malice.