Wight

Medium Undead. CR 3, AC 15, 45 HP. Traits: Cold Aura, Sunlight Sensitivity, Undead Nature.

Armor class
15
Hit points
45
Challenge
3
Creature type
Undead
Size
Medium

Stat block

Cha
14
Con
16
Dex
14
Int
10
Str
14
Wis
12
Speed
Walk: 30
Senses
darkvision 60 ft., passive Perception 13
Skills
Stealth: 4; Perception: 3
Actions
  • Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 3 (1d6) cold damage.
  • Seize. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) cold damage and the target is grappled (escape DC 12). Until this grapple ends the target is restrained and the only attack the wight can make is Life Drain against the grappled target.
  • Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 3 (1d6) cold damage.
Languages
the languages it knew in life
Special abilities
  • Cold Aura. A creature that starts its turn grappled by the wight, touches it, or hits it with a melee attack while within 5 feet takes 3 (1d6) cold damage. A creature can take this damage only once per turn. If the wight has been subjected to fire damage since its last turn, this trait doesnt function.
  • Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
  • Undead Nature. A wight doesnt require air, sustenance, or sleep.
Damage resistances
cold, necrotic; damage from nonmagical, non-silvered weapons

Source and licence

From A5E Monstrous Menagerie.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.