- Armor Class
- 14 (studded leather)
- Hit Points
- 45 (6d8+18)
- Speed
- 30 ft.
- Challenge
- 3 (700 XP)
- Proficiency bonus
- +2
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 15 (+2) | 14 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 15 (+2) |
- Skills
- Perception +3, Stealth +4
- Damage resistances
- necrotic, bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
- Damage immunities
- poison
- Senses
- darkvision 60 ft., passive Perception 13
- Languages
- the languages it knew in life
Traits
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point 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 hit point 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.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
A wight is worth 700 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many wights fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
Against the 21 other challenge 3 monsters in the SRD 5.1, the wight has more hit points than 1 of them, which makes it one of the frailest at its CR. See every CR 3 monster.
Wight 2024 stat block
The 2024 Monster Manual revised the wight, and the SRD 5.2 carries the new stat block. What changed:
- Hit points: 45 → 82.
- New in its stat block: Necrotic Sword and Necrotic Bow.
- Gone from it: Longsword and Longbow.
- Armor Class
- 14 (studded leather)
- Hit Points
- 82 (11d8 + 33)
- Speed
- 30 ft.
- Challenge
- 3 (700 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 15 (+2) | 14 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 15 (+2) |
- Damage resistances
- necrotic
- Damage immunities
- poison
- Senses
- darkvision 60 ft., passive Perception 13
- Languages
- Common plus one other language
- Gear
- Studded Leather Armor
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 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 4 (1d8) Necrotic damage.
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.