Lantern Wight
Medium undead, neutral evil
Armor Class 14 (studded leather)
Hit Points 67 (9d8 + 27)
Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)
Skills Perception +3, Stealth +4
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
Challenge 3 (700 XP)
Proficiency Bonus +2
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Soul Lantern. When a creature dies within 30 feet of the wight, its lantern flares and the wight regains 10 hit points.
Actions
Multiattack. The wight makes one Longsword attack and one Lantern Drain attack.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Lantern Drain. Ranged Spell Attack: +4 to hit, range 30 ft., one creature. Hit: 7 (2d6) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by the damage taken until it finishes a long rest.
Lantern wights were lamplighters in a city that stopped paying them. They still walk the old routes at dusk, and every lantern they light burns with someone’s last breath.



