Edit Monster

Identity

Optional portrait shown above the stat block

Choose a type, or pick Other to enter your own

Notes

Custom description shown at the top of the stat block

Lore Page

Visibility

Defenses

e.g. natural armor

e.g. 18d10 + 36

Ability Scores

Proficiencies & Traits

Custom Text Blocks

Spellcasting

Traits

Actions

Reactions

Legendary Actions

Live Preview

Wight

Medium undead, neutral evil

Armor Class 14 (Studded Leather)
Hit Points 85 (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; Lightning; 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)

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.

Psychic pulse. As a bonus action on each of its turns, the wight can a psychic pulse. Creatures within 15 ft. must make a DC 14 wisdom saving throw, or take 2d6 psychic damage and become frightened of it until the end of their next turn.