# Wight *Medium Undead, Neutral Evil* - **Armor Class:** 14 - **Hit Points:** 82 (11d8 + 33) - **Speed:** 30 ft. - **Initiative**: +4 (14) |STAT|SCORE|MOD|SAVE| | --- | --- | --- | ---- | | STR | 15 | +2 | +2 | | DEX | 14 | +2 | +2 | | CON | 16 | +3 | +3 | | INT | 10 | +0 | +0 | | WIS | 13 | +1 | +1 | | CHA | 15 | +2 | +2 | - **Resistances**: Necrotic - **Immunities**: Poison; Exhaustion, Poisoned - **Skills**: Perception +3, Stealth +4 - **Gear** Studded Leather Armor - **Senses**: darkvision 60 ft.; Passive Perception 13 - **Languages**: Common plus one other language - **CR** 3 (XP 700; PB +2) ## Traits ***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. 6 (1d8 + 2) Slashing damage plus 4 (1d8) Necrotic damage. ***Necrotic Bow.*** *Ranged Attack Roll:* +4, range 150/600 ft. 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.