Free interactive D&D 5e SRD stat block

Wight

Medium Undead, CR 3, AC 14, 82 HP. Neutral Evil.

Medium Undead, Neutral Evil

AC
14
Initiative
+4 (14)
HP
82 (11d8+33)
Speed
30 ft.
ScoreModSave
STR 15 +2 +2
DEX 14 +2 +2
CON 16 +3 +3
INT 10 +0 +0
WIS 13 +1 +1
CHA 15 +2 +2
Skills
Perception +3 , Stealth +4
Resistances
Necrotic
Immunities
Poison, Exhaustion, Poisoned
Senses
Darkvision 60 ft.; Passive Perception 13
Languages
Common plus one other language
CR
3 (XP 700; PB +2)
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.

How to run Wight

A wight is the undead lieutenant the party meets before whoever owns the crypt. Run it as a ranger officer who happens to be dead. It uses both a Necrotic Sword and a Necrotic Bow, which means it switches between melee and 150 ft. range without losing tempo, and it commands the zombies it has raised.

Multiattack is two swings combining the sword and the bow in any combination, and one of the swings can be replaced with Life Drain. Life Drain is the centerpiece. DC 13 Con save within 5 ft., 6 necrotic on a fail, and the target's HP maximum drops by the damage taken. That is a permanent (until a long rest with appropriate magic) hit point loss, and the players notice. A PC walking out of the fight at 12 max HP instead of 30 is the kind of consequence that makes the next encounter scarier without the GM saying a word. Open with Life Drain on the cleric. Their healing comes off a smaller pool now, and the rest of the fight bends around that.

The kicker on Life Drain is the zombie clause. A Humanoid killed by Life Drain rises 24 hours later as a Zombie under the wight's control, up to twelve. If the party loses a PC to the wight and does not destroy or restore the body, that PC walks back into the campaign next session as an enemy. Telegraph this. The wight should be standing in a room full of obviously-recent corpses that match the local townsfolk the party met two sessions ago.

Sunlight Sensitivity is the structural weakness. Disadvantage on attacks and ability checks in sunlight means the wight will not fight outdoors during the day if it has any choice. Players who figure this out and force the encounter into noon get the bonus they earned.

Have the wight speak. It remembers being alive, badly. One line, delivered before the fight starts, in a voice that almost sounds like the person it used to be. The party should hesitate before swinging.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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