Haze Wight

Medium undead, Neutral Evil

Armor Class

14 (studded leather)

Hit Points

45 (6d8 + 18)

Speed

walk 30 ft.

Skills

perception +3, stealth +4

Damage Resistances

Necrotic, bludgeoning, Piercing or Slashing damage from nonmagical attacks that aren't silvered

Damage Immunities

Poison

Condition Immunities

Exhaustion, Poisoned

Senses

darkvision 60 ft.

Languages

the languages it knew in life

Challenge

3

Proficiency Bonus

+2

Sunlight Sensitivity

While in sunlight, the haze wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack

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.

Contaminated Touch

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.

Create Haze Husk

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.

Longsword

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.

Longbow

Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.