14 (studded leather)
45 (6d8 + 18)
walk 30 ft.
perception +3, stealth +4
Necrotic, bludgeoning, Piercing or Slashing damage from nonmagical attacks that aren't silvered
Poison
Exhaustion, Poisoned
darkvision 60 ft.
the languages it knew in life
3
+2
While in sunlight, the haze wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The haze wight makes two longsword attacks or two longbow attacks. It can use its Contaminated Touch or Create Haze Husk in place of one longsword attack.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or gain one level of contamination.
The wight targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. It rises as a haze husk in an unoccupied space within 5 feet. The haze husk is under the wight's control. The wight can have no more than 12 haze husks under its control at one time.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.