Wight

Medium undead, neutral evil

Armor Class 14 (natural armor)

Hit Points 82 (11d8 + 33)

Speed 30 ft., swim 15 ft., climb 15 ft.

str

15 (+2)

dex

14 (+2)

con

16 (+3)

int

10 (+0)

wis

13 (+1)

cha

15 (+2)

Skills Perception +3, Stealth +4

Damage Resistances necrotic

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 13

Languages Common plus one other language

Challenge 3 (700 XP)

Sunlight Sensitivity. While in sunlight, the wight has Disadvantage on ability checks and attack rolls.

Actions

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.

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 Bow. Ranged Attack Roll: +4, range 150/600 ft. 6 (1d8 + 2) Piercing damage plus 4 (1d8) Necrotic damage.

Necrotic Sword. Melee Attack Roll: +4, reach 5 ft. 6 (1d8 + 2) Slashing damage plus 4 (1d8) Necrotic damage.

Attack Summary

Necrotic Bow attackranged
+4 to hit|1d8+2 piercing+1d8 necrotic
Range: 150/600 ft.
Necrotic Sword attackmelee
+4 to hit|1d8+2 slashing+1d8 necrotic
Range: 5 ft.