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Wight

Medium · Undead · CR 3 · Chaotic Evil

Source. Black Flag SRD
Armor Class
14 (studded leather)
Hit Points and Hit Dice
69
Challenge Rating CR
3

Ability Scores

Core attributes and their modifiers.

STR
16
+3
DEX
14
+2
CON
16
+3
INT
10
+0
WIS
12
+1
CHA
14
+2

Overview

Category Monsters
Size Medium
Type Undead
Alignment Chaotic Evil
XP 700
Initiative Bonus +2

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 11

Saving Throws

Strength +3 Dexterity +2 Constitution +3 Intelligence +0 Wisdom +1 Charisma +2

Languages

the languages it knew in life

Resistances & Immunities

Damage Immunities
Undead Resilience,frightened
Damage Resistances
necrotic; bludgeoning,piercing,and slashing damage from nonmagical attacks

Traits

Martial Adept

A manufactured weapon, such as a sword or bow, deals one extra die of its damage when the wight hits with it (included in the attack).

Sunlight Sensitivity

While in sunlight, the wight has disadvantage on attack rolls, and its Perception is 8 when perceiving by sight.

Undead Nature

The wight doesn't require air, food, drink, or sleep.

Undead Resilience

The wight is immune to poison damage, to exhaustion, and to the poisoned condition.

Actions

Life Drain

+5 to hit, reach 5 ft (1.5 m). Hit: 2d6+3 necrotic damage.

Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) necrotic damage. The target must succeed on a DC 13 CON save or its HP 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 HP 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.

Longbow

+4 to hit, range 150/600 ft (45.7/182.9 m). Hit: 2d8+2 piercing damage.

Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 11 (2d8+2) piercing damage.

Longsword

+5 to hit, reach 5 ft (1.5 m). Hit: 2d8+3 slashing damage.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage, or 14 (2d10+3) slashing damage if used with two hands.

Multiattack

The wight makes two Longsword or Longbow attacks. It can replace one attack with a Life Drain attack.

Bonus Actions

Command Horde

The wight commands up to five friendly skeletons or zombies to do one of the following:
- Protect. Until the start of the wight's next turn, each time a friendly creature within 5 feet of a target is attacked, the target can use its reaction to intercept the attack, becoming the target instead.
- Overwhelm. Until the start of the wight's next turn, each target has advantage on attack rolls against a creature on its turn if at least one other target is within 5 feet of the creature and the allied target isn't incapacitated.
- Shamble. Each target uses its reaction to move up to its speed in a direction chosen by the wight. If this movement provokes an opportunity attack, that attack is made with disadvantage.

About Wight

Wight is a medium undead with a Challenge Rating of 3. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 69 hit points (derived from None).

Wight has communication capabilities including the languages it knew in life. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Wight

2 tips available

When using Wight in your D&D 5e campaign, consider these tactical approaches:

  • Mid-level Encounter: Ideal for parties levels 3-8 as solo or small groups
  • Terrain Advantage: Use terrain to offset moderate combat abilities

Player Guide: Facing Wight

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Moderate Threat: Prepare standard combat tactics
  • Tactical Advantage: Use terrain and positioning

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 3.

Solo Encounter:

A single character of level 5 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 1,200 XP
  • Hard: 1,800 XP
  • Deadly: 2,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Wight?
Wight has a Challenge Rating of 3, making it appropriate for parties of level 3.0.
What type of creature is Wight?
Wight is a Medium Undead, which affects how certain spells and abilities interact with it.
What languages does Wight speak?
Wight can communicate in the languages it knew in life.

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