Medium Undead, Neutral Evil
Armor Class 14 (studded leather)
Hit Points 45 (6d8 + 18)
Speed 30 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; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages The languages it knew in life
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spellcasting: The white has three first level spell slots. 

Cantrips: Prestidigitation 

1st Level Spells: Thunderwave - con 13 - 2d8 - pushes 10 ft 

Bane - chr 13 - 1d4 off attack rolls and saves  

Actions

Life Drain. Melee Spell 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.

 

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.

Habitat: DesertSwampUnderdarkUrban

SlumberingMoose

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