Evil spirits from Angmar who infested the great barrows. The wights tried to entrap people in the barrows and sacrifice them.

Armor Class: 14 (studded leather)
Hit Points: 6d8 + 18
Speed: 30 ft.

STR 15 (+2) DEX 14 (+1) 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 non-magical 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)

Sunlight Sensitivity. While in sunlight, the barrow-wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Multiattack. The barrow-wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.

Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d6 + 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 barrow-wight’s control, unless the humanoid is restored to life or its body is destroyed. The barrow-wight can have no more than twelve zombies under its control at one time.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 + 2 slashing damage, or 1d10 + 2 slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 1d8 + 2 piercing damage.



Wilderland Adventures Maded Maded