Incorporeal Movement. The barrow-wight can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the barrow-wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Variable Form. The barrow-wight usually appears as a shadowy wraith, but it can change its form at will, even if incapacitated, to approximate that of any other Large or Medium creature it has seen. The form appears generally like that of the chosen creature, though wreathed in shadow, and does not change the barrow-wight's abilities. A successful DC 10 Intelligence check will reveal the creature to be a barrow-wight.
Spellcasting. The barrow-wight is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +4 to hit with spell attacks). The barrow-wight has following sorcerer spells prepared:
Cantrips (at will): chill touch, frostbite, prestidigitation
1st level (4 slots): charm person, fog cloud
2nd level (3 slots): blur, hold person, misty step
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 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.
Create Specter. The barrow-wight targets a dead humanoid within 10 feet of it that died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the barrow-wight's control. The wraith can have no more than seven specters under its control at one time.
Luring Curse. 3 times per day, the barrow-wight can target one humanoid within 60 feet of it. The creature must succeed on a DC 16 Wisdom saving throw or be charmed. While it is charmed, the creature must also use its reaction only to move toward the barrow-wight until the effect ends. The effect ends after 1 minute, the barrow-wight damages the creature, or the effect is magically countered. On a successful save, the creature is not charmed, but takes (2d6) psychic damage.
Ghostly Speed. The barrow-wight can take the Dash action as a reaction.
Description
Wights appear as dark phantoms whose eyes are luminous and cold, and whose voice is horrible yet hypnotic; their skeletal hands have a touch like ice and a deadly grip. Victims under a Wight's spell can lose their will; in this way the Barrow-wights draw the living into the tombs of the downs.
In the darkness, wights are powerful spirits, resisted only by strong incantations . Dependent for many centuries on the dark security of burial vaults, they fear the sunlight, and are diminished in exposure to it.
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