Medium Undead, Neutral Evil
Armor Class 14
Hit Points 59 (9d10 + 3)
Speed 30 ft.
STR
17 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
15 (+2)
Skills Perception +3, Stealth +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 60, Passive Perception 13
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Gaze of Insanity. Living creatures that start their turn within 30’ of the barrow wight must succeed on a DC 13 Wis save or be affected by the confusion spell, save ends. Immune on save.

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

Actions

Multiattack. The barrow wight uses Life Drain once and Withering Touch once.

Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 3) necrotic damage, and the target must succeed on a DC 13 Con save 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. A humanoid slain by this attack rises 24 hours later as a normal wight under the barrow wight’s control.

Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 3) necrotic damage, and the target must succeed on a DC 13 Con save or suffer one level of exhaustion.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Barrow wights are fearsome opponents. They are similar to normal wights but stronger and more powerful. They are found near barrows, crypts, and gravesites. Barrow wights have thin white skin pulled tight over their bones, and often wear funerary shrouds that hang in tatters. The eyes of a barrow wight burn with malevolence for the living.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Baktuz

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