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D&D 5th Edition

Compendium

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Wight

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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: 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.

Attributes

AC
14 (Studded Leather)
Alignment
Neutral Evil
CHA
15
CON
16
Challenge Rating
3
Condition Immunities
exhaustion, poisoned
DEX
14
HP
45 (6d8+18)
INT
10
Immunities
poison
Languages
The Languages It Knew In Life
Passive Perception
13
Resistances
necrotic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Silvered
Roll 0
Life Drain 1d20 + 4 1d6+2
Roll 1
Longsword 1d20 + 4 1d8+2
Roll 2
Longbow 1d20 + 4 1d8+2
STR
15
Senses
Darkvision 60 Ft.
Size
Medium
Skills
Perception +3, Stealth +4
Speed
30 ft.
Type
undead
WIS
13
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