This reduction lasts until the target finishes a long rest. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Ranged Spell Attack: +5 to hit, range 120 ft., one target. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
It can innately cast the following spells, requiring no verbal or material components:Īt will: detect magic, disguise self, mage armor The wight's innate spellcasting ability is Charisma (spell save DC 13). A wight doesn't require air, food, drink, or sleep. Simply click on a trait or attack to copy a Roll20 macro to your clipboard
Damage Resistances necrotic bludgeoning, piercing, and slashing from nonmagical attacksĬondition Immunities exhaustion, poisoned