Sources
CR
Type
Size
Alignment
Movement

Wight Lifedrinker

Medium Undead, Neutral Evil

Armor Class 14
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
15
+2
DEX
14
+2
CON
16
+3
INT
10
+0
WIS
13
+1
CHA
15
+2
Skills Perception +3, Stealth +4
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., passive Perception 13
Languages Common plus one other language
Challenge 3 (700 XP)

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 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.

Lore

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.