Wight Walker

Medium undead, neutral evil

Armor Class

16 (natural armor)

Hit Points

112 (15d8+45)

Speed

30 ft.

Skills

Perception +5, Stealth +5

Damage Resistances

cold, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Damage Immunities

poison

Condition Immunities

exhaustion, poisoned

Senses

darkvision 60 ft.

Languages

the languages it knew in life

Challenge

6

Chilled Body

A creature that touches the wight or hits it with a melee attack while within 5 feet of it takes 7 (2d6) cold damage.

Actions

Multiattack

The wight makes two battieaxe attacks. It can use its Life Drain in place of one battieaxe attack.

Battieaxe

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage plus 7 (2d6) cold damage, or 8 (1d10+3) slashing damage plus 7 (2d6) cold damage if used with two hands.

Life Drain

Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

Frost Breath (Recharge 5-6)

The wight exhales a biast of frosty wind in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one.