Wight Walker
2014Medium undead, neutral evil
Armor Class 14
Hit Points 112 ()
Speed 30 ft.
Initiative
Skills Perception +5, Stealth +5
Damage Resistances cold, necrotic; bludgeoning,
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages the languages it knew in life
Challenge 6 (2,300 XP)
Chilled Body. A creature that touches the wight or hits it with a melee attack while within 5 feet of it takes cold damage.
Actions
Multiattack. The wight makes two battleaxe attacks. It can use its Life Drain in place of one battleaxe attack.
Battleaxe. Melee Weapon Attack: , reach 5 ft., one target. Hit slashing damage plus cold damage, or slashing damage plus cold damage if used with two hands.
Life Drain. Melee Weapon Attack: , reach 5 ft., one target. Hit necrotic damage. The target must succeed on a DC 15 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.
Frost Breath (Recharge 5-6). The wight exhales a blast of frosty wind in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking cold damage on a failed save, or half as much damage on a successful one. W WIGHT WALKER 87