Wight

Medium Undead, Neutral Evil

AC 14    Initiative +4 (14)
HP 82 (11d8 + 33)
Speed 30 ft.

Ability Scores
STR 15 (+2) Save +2    DEX 14 (+2) Save +2    CON 16 (+3) Save +3
INT 10 (+0) Save +0    WIS 13 (+1) Save +1    CHA 15 (+2) Save +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.
DoggertQBones
DoggertQBones

DoggertQBones is an avid player of games, predominately D&D! Previously a highly published author for another popular Wizards of the Coast game, Magic: the Gathering, he's been playing D&D since childhood as both player and DM!

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