Wight
Wight CR: 3
STR
15 +2
DEX
14 +2
CON
16 +3
INT
10 +0
WIS
13 +1
CHA
15 +2
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight. Undead Nature. A wight doesn't require air, food, drink, or sleep.
Actions
Multiattack. The wight makes two longsword attacks, or two longbow attacks. It can use it's 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 it's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces it's 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 it's body destroyed. The wight can have no more than twelve zombies under it's control at any 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 two-handed. Longbow. Ranged Weapon Attack +4 to hit, ranged 150/600 ft, one target. Hit 6 1d8+2 piercing damage.
Suggested Environments
Graveyards, ruins, battle sites.
Comments