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Wight

CR 3 undead with Life Drain melee (DC 13 CON save, 1d8+2 necrotic, reduces max HP) that creates up to twelve Zombie servants from slain Humanoids 24 hours later. Multiattack allows...

Granted Features
Automatic:
Incorporeal undead that drains HP and reduces target's maximum HP by the damage dealt via Life Drain attack (4d8+3 necrotic, +6 reach 5 ft.). Can create up to seven Specters from Humanoid corpses dead no longer than 1 minute, controlling them as minions. Incorporeal Movement allows passage through creatures and objects but inflicts 5 (1d10) force damage if it ends its turn inside solid matter. Sunlight Sensitivity imposes disadvantage on ability checks and attack rolls in daylight.
CR 1 undead with Incorporeal Movement passes through creatures and objects like difficult terrain; Sunlight Sensitivity imposes disadvantage on checks and attacks in daylight. Life Drain melee strike (+4 to hit, 5 ft. reach) deals 2d6 necrotic damage and permanently reduces the target's max HP by the damage dealt. Immune to necrotic and poison damage; resistant to acid, cold, fire, lightning, and thunder.
Draining Swipe melee attack (+4, 5 ft. reach) deals 1d6+2 necrotic damage and reduces target's Strength by 1d4, killing it if reduced to 0. Humanoids slain by this attack spawn a new Shadow 1d4 hours later. Amorphous form allows movement through 1-inch spaces; immune to necrotic, poison, and nine conditions; resistant to acid, cold, fire, lightning, thunder. Sunlight Weakness imposes disadvantage on D20 tests while in daylight.

Wight. Medium undead, neutral evil.

Languages: Common plus one other language

Traits: Sunlight Sensitivity

Medium undead · neutral evil

AC 14 · HP 82 · Speed 30 ft., swim 15 ft., climb 15 ft. · Initiative +4

STRDEXCONINTWISCHA
Score151416101315
Mod+2+2+3+0+1+2
Save+2+2+3+0+1+2

Skills Perception +3, Stealth +4 · Senses darkvision 60 ft., passive Perception 13 · Challenge 3 (PB +2)

Resistances Necrotic · Immunities Poison · Condition Immunities Exhaustion, Poisoned

Traits

Sunlight Sensitivity. While in sunlight, the wight has Disadvantage on ability checks and attack rolls.

Actions

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.

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 Bow. Ranged Attack Roll: +4, range 150/600 ft. 6 (1d8 + 2) Piercing damage plus 4 (1d8) Necrotic damage.

Necrotic Sword. Melee Attack Roll: +4, reach 5 ft. 6 (1d8 + 2) Slashing damage plus 4 (1d8) Necrotic damage.