Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Time Warp Strike. When the battle wight hits with a longsword attack, the target must succeed on a DC 15 Wisdom saving throw or be magically aged, causing disadvantage on attack rolls and ability checks for 1 minute. The aged condition can be removed by a greater restoration spell or similar magic.
Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.
Souldraining Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 4) necrotic damage plus Hit: 10 (3d6) Slashing damage. The target must succeed on a DC 14 Constitution saving throw or its hitdie is reduced by one. This reduction lasts until the target finishes a long rest. The target loses one hit die worth of health if it runs out of hit die to lose.
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.
Soul Reaping (Recharge 5–6). Ranged Spell Attack: +4 +4 to hit, range 5 ft., one immobilized target. Hit: 14 (2d8 + 5) necrotic damage, and the battle wight regains 10 hit points.
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.
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