Sunlight Sensitivity. While in sunlight, the wight has Disadvantage on ability checks and attack rolls.
Multiattack. The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a use of Drink Life.
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.
Drink Life (Recharge 5–6). Constitution Saving Throw: DC 13, one creature within 5 feet. Failure: 6 (1d8 + 2) Necrotic damage, and the wight regains a number of Hit Points equal to the Necrotic damage taken.
Wights are the withered corpses of relentless warriors whose wickedness sustains them beyond death. After dying and returning from the grave, a wight continues its villainous ways, but it is now driven by a hunger for life. A wight drains living essence through its attacks.