Wight
Wight, CR 3
STR
15
+2
DEX
15
+2
CON
17
+3
INT
10
+0
WIS
13
+1
CHA
15
+2
Special Abilites
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 Attack: 1d20+4 to hit, reach 5 ft., one target. 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 is the recipient of a Greater Restoration spell or similar magic. 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 body is destroyed. The wight can have no more than twelve zombies under its control at one time.
Longsword. Melee Attack: 1d20+4 to hit, reach 5 ft., one target. Hit: 6 (SlashingDamageor7([roll:1d10+2"> 1d8+2)
Legendary Actions
The wight can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The wight regains spent epic actions at the start of its turn. Longsword or Longbow. The wight makes one attack with its longsword or longbow. Ferocious Attack (Costs 2 Actions). The wight moves up to its speed and makes two longsword attacks. Life Drain (Costs 2 Actions). The wight makes one life drain attack.
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