- 3 (700 XP)
Dashing Strike. If the wight uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Multiattack. The wight makes two weapon attacks. It can use its Life Drain in place of one weapon attack.
Life Drain. Melee Weapon Attack: +4 to hit, reach 1.5 m., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Fortitude saving throw or its maximum health 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 maximum health 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 1.5 m. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +4 to hit, reach 1.5 m. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 35/185 m. Hit: 6 (1d8 + 2) piercing damage.