Reduced-Threat Wight
Tales from the Yawning Portal p. 113
- Size
- Medium
- Type
- undead
- Alignment
- neutral evil
- AC
- 14 (studded leather armor)
- Hit Points
- 22 (6d8+18)
- Speed
- walk 30 ft.
- Skills
- Perception +1, Stealth +2
- Resistances
- necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
- Immunities
- poison
- Condition Immunities
- exhaustion, poisoned
- Senses
- darkvision 60 ft.
- Passive Perception
- 13
- Languages
- the languages it knew in life
- Challenge
- 2
- Lineage
- Wight
- Environment
- underdark, swamp, urban, desert
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: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 11 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: +2 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: +2 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Legendary Actions
Legendary Actions (0/Turn)
The undead can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary action at the start of its turn.
recharge
0/TURN