Image promptmedium undead wight warrior, desiccated grey skin over bone, rotted studded leather armor, sunken cold-glowing eyes, necrotic sword and bow seeping withering shadow, life-draining stare, ruined graveyard, crooked headstones, thin cold dawn sunlight it shrinks from, long pale shadows, frost-grey palette, dark fantasy, grimdark, painterly digital art, dramatic chiaroscuro lighting, muted desaturated palette with corrupted-crimson accents, weathered post-Cataclysm atmosphere, intricate high detail, cinematic composition

Wight

Medium Undead, Neutral Evil
CR 3ArtilleryDungeon / Structure
AC 14
Initiative +4 (14)
HP 82 (11d8 + 33)
Speed 30 ft.
STR
15
+2
save +2
DEX
14
+2
save +2
CON
16
+3
save +3
INT
10
+0
save +0
WIS
13
+1
save +1
CHA
15
+2
save +2
Skills Perception +3, Stealth +4
Resistances Necrotic
Immunities Poison; Exhaustion, Poisoned
Gear Studded Leather Armor
Senses Darkvision 60 ft.; Passive Perception 13
Languages Common plus one other language

Traits

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 Hit: 150/600 ft. 6 (1d8 + 2) Piercing damage plus 4 (1d8) Necrotic damage.

Life Drain. Constitution Saving Throw: DC 13, one Failure: creature within 5 feet. 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. Will-o’-Wisp Will-o’-Wisp