Wight

The wight is a Medium undead of challenge rating 3 in the fifth-edition System Reference Document.

SRD 5.1 (2014)

Wight

Size and type
Medium undead
Challenge
3 (700 XP)
Armour class
14
Hit points
45 (6d8+18)
Speed
30 ft
Skills
Perception +3, Stealth +4
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
STR15+2
DEX14+2
CON16+3
INT10+0
WIS13+1
CHA15+2

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

Actions

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: +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.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

SRD 5.2.1 (2024)

Wight

Size and type
Medium undead
Challenge
3 (700 XP)
Armour class
14
Hit points
82 (11d8+33)
Speed
30 ft
Skills
Perception +3, Stealth +4
Resistances
necrotic
Damage immunities
poison
Condition immunities
exhaustion, poisoned
Senses
darkvision 60 ft, passive perception 13
STR15+2
DEX14+2
CON16+3
INT10+0
WIS13+1
CHA15+2

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.

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Fight a wight in Kith Moot