Regeneration. The Wight regains 10 hit points at the start of its turn if it has at least 1 hit point. lf the Wight takes radiant damage or fire damage, this trait doesn't function at the start of the Wight's next turn.
Legendary Resistance (3/Day). If the Wight fails a saving throw, it can choose to succeed instead.
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: +8 to hit, reach 5 ft., one creature. Hit: (2d6 + 5) necrotic damage. The target must succeed on a DC 15 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. Also the Wight is healed for half the damage done.
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: +8 to hit, reach 5 ft., one target. Hit: (1d8 + 5) slashing damage, or (1d10 + 5) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 3) piercing damage.
Terrifying Glare. The Wight targets one creature it can see within 30 feet of it. If the target can see the Wight, the target must succeed on a DC 14 Wisdom saving throw or be magically frightened until the end of the Wight's next turn. The frightened target is paralyzed.
Description
Wights are intelligent undead humanoids that resemble armed and armored corpses. They never tire in pursuit of their goal of making eternal war against the living.
Ancient Wights are usually accompanied by several of its own minor undead.
Previous Versions
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5/20/2019 3:00:03 AM
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