Wight

Monster Manual (2025) p. 332

Size
Medium
Type
undead
Alignment
neutral evil
AC
14
Initiative
4
Hit Points
82 (11d8+33)
Speed
walk 30 ft.
Skills
Stealth +4, Perception +3
Resistances
necrotic
Immunities
poison
Condition Immunities
exhaustion, poisoned
Senses
darkvision 60 ft.
Passive Perception
13
Languages
Common plus one other language
Challenge
3
Environment
desert, planar (shadowfell), swamp, underdark, urban
STR
15
+2
DEX
14
+2
CON
16
+3
INT
10
+0
WIS
13
+1
CHA
15
+2

Traits

Proficiency Bonus

+2

Gear

Studded Leather Armor

Treasure

Armaments: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.

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.

Other data

description

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:

1d8The Wight Returned from the Dead To...
1Challenge anyone who passes near its grave on a certain cursed night.
2Conquer the land it believes it should rule.
3Continue the crimes it was executed for.
4Follow the foul master it served in life.
5Honor an oath it left unfulfilled in life.
6Obey the cult or deity that gave it unlife.
7Prove it was the greatest warrior to ever live.
8Seek its stolen heart or other treasure.