Innate Spellcasting. The wights innate spellcasting ability is
Charisma (spell save DC 13). It can innately cast the following
spells, requiring no verbal or material components:
At will: detect magic, disguise self, mage armor
1/day each: fear, hold person, misty step
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 attacks twice with Grave Bolt.
Grave Bolt. Ranged Spell Attack: +5 to hit , range 120 ft., one
target. Hit: 7 ( 1d8+3 ) necrotic damage.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature.
Hit: 9 ( 2d6+2 ) necrotic damage. The target must
succeed on a DC 13 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.