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Wight

Medium undead, neutral evil
Armor Class 14 (studded leather)
Hit Points 45 (6d8+18)
Speed 30ft

STR
15 +2
DEX
14 +2
CON
16 +3
INT
10 0
WIS
13 +1
CHA
15 +2

Damage Resistances Necrotic, bludgeoning, piercing, and slashing from non-silvered/magic weapons
Damage Immunities Poison
Condition Immunities Exhaustion, poison
Senses Darkvision 60ft; Passive Perception 13
Languages Any languages it knew in life
Challenge 3

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Sunlight Sensitivity-gains disadvantage on attack rolls and Perception (Wisdom) checks that rely on sight when exposed to sunlight. Life Eaters-wights exist neither as dead, nor alive, and so they travel the world seeking to snuff out all life. When a wight attacks, white light shines from its eyes, and their touch can drain the life from its victims. Shadow of the Grave-wights flee the sun during the day, humanoids killed by a wight can rise as a zombie Undead nature-wights do not require food, air, sleep or drink to survive.


Actions

Multi-attack-wights can make two longwords/two longbow attacks or one life drain attack in place of a second attack. Life Drain-Melee weapon attack: +4 to hit, reach 5ft, one creature. On hit: 5(1d6+2) necrotic damage. Target must succeed DC 13 Constitution save or its maximum hit points are reduced equal to damage taken. Target reduced to 0 maximum hit points dies. Humanoids that are slain this way raise 24 hours later as a zombie under its control unless restored to life or its body is destroyed. Wights can control no more than 12 zombies at a time. Longsword-Melee Weapon Attack: +4 to hit, reach 5 ft, one target. On hit: 8 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used two-handed. Longbow-Ranged Weapon Attack: +4 to hit, range 150/600ft, one target. On hit: 6(1d8+2) piercing damage.


 

Wights were once human, now driven by dark desires great vanity. They are able to retain the memories of its former life, and pursue its new dark goals relentlessly.


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