Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Spellcasting: Akar is a 4th-level spellcaster mage who uses Intelligence as his magic ability (spell save DC 13). He has the following spells prepared:
Cantrips—minor illusion, ray of frost
1st Level (4/day)—cause fear, inflict wounds, magic missile, sleep
2nd Level (3/day)—hold person, invisibility, mirror image
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (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 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.
Description
Kessel has been risen in undeath. Desperate to reconnect with Crenshinibon, which had been destroyed in the intervening years, Kessel was drawn to any remnant of the artifact's power. Dust from Cryshal-Tirith when it was destroyed had fused with the ice - which came to be known as black ice, but it retained no remnant of Crenshinibon's intelligence. The dwarven miners in the group however began to attack each other after they had touched it - much to Kessel's amusement. The wight encouraged the last remaining dwarf, Baerick Hammerstone, to begin crafting items from the black ice.
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