Blood Wight
Large undead, neutral
Armor Class
16 (natural armor)
Hit Points
95 (10d10 + 40)
Speed
30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
18 (+4)
INT
13 (+1)
WIS
13 (+1)
CHA
16 (+3)
Damage Immunities
poison
Damage Resistances
fire, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
Condition Immunities
exhaustion, poisoned
Senses
darkvision 60 ft., passive Perception 17
Skills
Perception +7, Stealth +5
Languages
the languages it knew in life
Challenge
8 (3,900 XP)
Magic Weapons. The wight’s weapon attacks are magical.
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The blood wight makes one claw attack and one life drain attack.
Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The wight can grapple only one target.
Engulf. The wight engulfs one creature it has grappled, and the grapple ends. While engulfed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the wight, and it takes 27 (6d8) necrotic damage at the start of each of the wight’s turns. If the wight takes 30 damage or more on a single turn from a creature inside it, the wight must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all engulfed creatures, which fall prone in a space within 5 feet of the wight. If the wight dies, all engulfed creatures explode out from the corpse, falling prone 15 feet away.
Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) 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.