# 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.

