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Habitat: Desert, Planar (Shadowfell), Swamp, Underdark, Urban; Treasure: Armaments

Wights are the withered corpses of relentless warriors whose wickedness sustains them beyond death. Unlike mere zombies, they retain the memories and evil agendas they harbored in life.

After dying and returning from the grave, a wight continues its villainous ways, but it is now driven by a hunger for life. A wight drains living essence through its attacks. Humanoids slain by a wight’s life-sapping grip reanimate a day later and serve the wight as obedient zombies.

Wights might return from the dead for a multitude of sinister reasons. Roll on or choose a result from the Wight Motives table to inspire why a wight plagues the living.

Wight Motives
1d8 
The Wight Returned from the Dead To ...
1
Challenge anyone who passes near its grave on a certain cursed night.
2
Conquer the land it believes it should rule.
3
Continue the crimes it was executed for.
4
Follow the foul master it served in life.
5
Honor an oath it left unfulfilled in life.
6
Obey the cult or deity that gave it unlife.
7
Prove it was the greatest warrior to ever live.
8
Seek its stolen heart or other treasure.

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. Hit: 6 (1d8 + 2) Slashing damage plus 4 (1d8) Necrotic damage.

Necrotic Bow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 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.


Wight

Medium Undead, Neutral Evil
  • Armor Class 14
  • Hit Points 82 (11d8 + 33)
  • Speed 30 ft.
  • Initiative +4 (14)
STR
15 (2)
DEX
14 (2)
CON
16 (3)
INT
10 (0)
WIS
13 (1)
CHA
15 (2)
  • Saving Throws Str +2, Dex +2, Con +3, Int +0, Wis +1, Cha +2
  • Skills Perception +3, Stealth +4
  • Damage Resistance Necrotic
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 ft, passive Perception 13
  • Languages Common plus one other language
  • Challenge 3 (700 XP)
  • Habitat Desert, Planar (Shadowfell), Swamp, Underdark, Urban
  • Treasure Armaments
  • Gear Studded Leather Armor
  • 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 Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) Slashing damage plus (1d8)Necrotic damage.
  • Necrotic Bow. Ranged Weapon Attack: +4 to hit, reach 150/600 ft., one target. Hit: (1d8 + 2) Piercing damage plus (1d8)Necrotic damage.
  • Life Drain. *Constitution Saving Throw:* DC 13, one creature within 5 feet. *Failure:* 6 (or [[1d8 + 2]] (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.
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