b'Frost Wight \n'b'  Medium   undead ,  neutral evil  \n'b'  Armor Class  17 (half-plate)  Hit Points  165 (22d8 + 66)  Speed  40 ft.\n'b' STATS STR: 19 (+4) DEX:  15 (+2)  CON:  16 (+3)  INT:  10 (+0)  WIS:  12 (+1)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Int  +5,  Wis  +6  Skills   Arcana  +5,  Perception  +6  Damage Vulnerabilities  radiant, fire \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered  Damage Immunities  cold, poison, necrotic  Condition Immunities   exhaustion ,  poisoned   Senses   darkvision  60 ft., passive perception 16  Languages  Common, Aquan, Abyssal  Challenge  16 (15,000 XP) \n'b' Special Traits \n'b'\n'b'  Frost Stride . Difficult terrain composed of ice or snow doesn\xe2\x80\x99t cost the frost wight extra moment, and, while on ice, it ignores any penalties or disadvantage to  Strength  and  Dexterity  checks or saving throws for being on a slippery surface. \n'b'  Legendary Resistance (3/Day) . When the frost wight fails a saving throw, it can choose to succeed instead. \n'b'  Sunlight Sensitivity . While in sunlight, the frost wight has disadvantage on  attack  rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'  Turn Resistance . The frost wight has advantage on saving throws against any effect that turns  undead . \n'b'  Winter Sight . The frost wight can see clearly in areas  obscured  by falling snow, flurries, snow storms, and fog. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The frost wight makes two weapon attacks with its longsword or ice javelin. It can use its Draining Cold in place of one  melee attack . \n'b'  Draining Cold .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 17 (4d6 + 3) necrotic damage. The target must succeed on a DC 16  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 creature, other than an  undead  or  construct , slain by this  attack  rises 24 hours later as a  zombie  under the frost  wight\xe2\x80\x99s  control, unless the creature is restored to life or its body is destroyed. There is no limit to the number of zombies the frost wight can control. Zombies created this way are immune to cold damage. \n'b'  Longsword .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 7 (1d8 + 3) slashing damage, plus 14 (4d6) cold damage, or 8 (1d10 + 3) slashing damage plus 14 (4d6) cold damage, if used in two hands. \n'b'  Ice Javelin .  Melee or Ranged Weapon Attack : +9 to hit, reach 5 ft. or range 30/120 ft., one target.  Hit : 7 (1d6 + 4) piercing damage, plus 13 (4d6) cold damage. \n'b'\n'b' Legendary Actions \n'b' The frost wight can take 3 legendary  actions , choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. The frost  wight  regains spent legendary  actions  at the start of its turn. \n'b'\n'b'  Attack . The frost wight makes a longsword or ice javelin  attack . \n'b'  Command Zombie . One  zombie , under the control of the frost  wight , makes a  melee attack  against a creature of the frost  wight\xe2\x80\x99s  choice. \n'b'  Freezing Touch . The frost wight touches a creature within 5 feet. The target must succeed on a DC 16  Constitution  saving throw, or be incapacitated and have its speed reduced to 0 until the end of its next turn. \n'b'\n'b' A rare few wights have a greater level of control over their sapping of life from the world than their kin. These frost wights are able to siphon away the warmth from an area with such precision that they can form weapons of ice from the frozen moisture of the air.'