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).