Sunlight SensitivityWhile in sunlight, the wight has Disadvantage on ability checks and attack rolls.
ACTIONS
MultiattackThe wight makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Wight [2/2]Undead · CR 3
Wight [2/2]Medium Undead, Neutral Evil
ACTIONS (cont.)
Multiattack (cont.)one attack with a use of Life Drain.
Necrotic SwordMelee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 4 (1d8) Necrotic damage.
Necrotic BowRanged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 4 (1d8) Necrotic damage.
Life DrainConstitution 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.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Wight [1/2]Medium Undead, Neutral Evil
CR3
14Armor Class
82Hit Points
30 ft.Speed
STR15+2
DEX14+2
CON16+3
INT10+0
WIS13+1
CHA15+2
Initiative. +4
Senses. Darkvision 60 ft.; Passive Perception 13
Resistances. Necrotic
Immunities. Poison; Exhaustion, Poisoned
Gear. Studded Leather Armor
Languages. Common plus one other language
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 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.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Undead
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
A tent card folds in half: the name faces the players, the stat block faces you. This stat block is long: it continues on a second tent card instead of being truncated. Print both.
This stat block is long: it continues on a second card instead of being truncated. Print both.
Wight [1/2]Undead · CR 3
Wight [1/2]Medium Undead, Neutral Evil
STR+215
DEX+214
CON+316
INT+010
WIS+113
CHA+215
AC14
HP82
CR3
SPD30 ft.
TRAITS
Sunlight SensitivityWhile in sunlight, the wight has Disadvantage on ability checks and attack rolls.
ACTIONS
MultiattackThe wight makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Wight [2/2]Undead · CR 3
Wight [2/2]Medium Undead, Neutral Evil
ACTIONS (cont.)
Multiattack (cont.)one attack with a use of Life Drain.
Necrotic SwordMelee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 4 (1d8) Necrotic damage.
Necrotic BowRanged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 4 (1d8) Necrotic damage.
Life DrainConstitution 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.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Wight [1/2]Medium Undead, Neutral Evil
CR3
14Armor Class
82Hit Points
30 ft.Speed
STR15+2
DEX14+2
CON16+3
INT10+0
WIS13+1
CHA15+2
Initiative. +4
Senses. Darkvision 60 ft.; Passive Perception 13
Resistances. Necrotic
Immunities. Poison; Exhaustion, Poisoned
Gear. Studded Leather Armor
Languages. Common plus one other language
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 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.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
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Wight — printable monster card
Medium Undead, Neutral Evil
CR 3
Undead
Medium
Full stat block
Armor Class
14
Hit Points
82
Initiative
+4
Speed
30 ft.
Senses
Darkvision 60 ft.; Passive Perception 13
Resistances
Necrotic
Immunities
Poison; Exhaustion, Poisoned
Gear
Studded Leather Armor
Languages
Common plus one other language
Challenge Rating
3 (700 XP)
Proficiency bonus
+2
Skill proficiencies
Perception, Stealth
Ability scores
STR
DEX
CON
INT
WIS
CHA
15+2
14+2
16+3
10+0
13+1
15+2
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 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.