Greater Wight (5e Creature)
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Medium undead, neutral evil
Skills Athletics +6, Insight +5, Perception + 5, Stealth +6
Brave. The wight has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the wight hits with it (included in the attack).
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The wight makes three longsword attacks or three longbow attacks. It can use its Life Drain in place of one longsword attack.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the wight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the wight. A creature can benefit from only one Leadership die at a time. This effect ends if the wight is incapacitated.
Life Drain. Melee Weapon Attack:+6 to hit, reach 5 ft., one target. 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.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands
Parry. The wight adds 3 to its AC against one melee attack that would hit it. To do so, the wight must see the attacker and be wielding a melee weapon.