Wight

Medium / undead / Neutral Evil / CR 3

Armor Class14
Hit Points45 (6d8 + 18)
Speed30 ft
Challenge3
Proficiency+2
STR15+2
DEX14+2
CON16+3
INT10+0
WIS13+1
CHA15+2
Skills

Perception +3, Stealth +4

Initiative

+2

Senses

Darkvision 60 ft

Languages

The Languages It Knew In Life

Damage resistances

Necrotic, Bludgeoning, Piercing, Slashing From Attacks That Aren'T Magical Or Silvered

Damage immunities

Poison

Condition immunities

Poisoned, Exhaustion

Traits

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

action

The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.

Longbow

action

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

Longsword

action

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

Life Drain

action

Melee Weapon Attack: +4 to hit, reach 5 ft.. 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.