%% ```statblock monster: Haze Wight ``` # Info A [[haze wight]] is more sentient than their [[haze husk]] minions, but has still been stripped of their former life. Many were former adventurers, military officers, or mighty warriors who died in [[the Haze]]. Many still believe themselves to be great heroes rallying the common folk of Drakkenheim against invaders, but in their madness they see all humanoids as monsters. These wights have the following actions in place of their Life Drain action: **Contaminated Touch** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or gain one level of [[contamination]]. **Create Haze Husk** The wight targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. It rises as a [[haze husk]] in an unoccupied space within 5 feet. The [[haze husk]] is under the wight’s control. The wight can have no more than 12 [[haze husk]]s under its control at one time. # Mechanical Features **Fully Contaminated** This creature is immune to [[contamination]], and has advantage on saving throws against contaminated spells. **Haze Adaptation** This creature may benefit from a long rest finished within [[the Haze]]. It can see twice as far through [[the Haze]] mists and [[The Haze|Deep Haze]] fog. **Haze Dependence** This creature gains one level of [[Exhaustion]] for every twenty four hours it spends outside [[the Haze]]. These [[Exhaustion]] levels cannot be removed while the creature is outside [[the Haze]]. **Delerium Healing** As an action, a monster can touch a [[delerium]] shard to regain 10 (3d6) hit points. Once a monster has used a [[delerium]] shard in this way, the shard can’t be used in this manner again for twenty four hours. %%