Medium Undead, Chaotic Evil
Armor Class 14 armor scraps
Hit Points 24 (3d8 + 12)
Speed 30 ft.
STR
12 (+1)
DEX
12 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws CON +5
Skills Intimidation +6
Condition Immunities Frightened
Senses Passive Perception 10
Languages Any two
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Denizen of the Dark. All attack rolls made by the Barrow-Wight while in darkness have advantage.

Hate. The Barrow-Wight has 6 Hate points to spend on various abilities. Hate points do not require an action, bonus action, or reaction to spend, and there is no limit to how many Hate points may be spent on a turn. When the Barrow-Wight's Hate score is reduced to 0, it gains 1 level of Exhaustion. The Barrow-Wight regains all lost Hate after a long rest.

Empower Attack. The Barrow-Wight may spend 1 Hate to add 1d6 to an attack roll.

Dreadful Spells. The Barrow-Wight may spend 1 Hate to force one creature to make a DC 16 Wisdom saving throw or fall Unconscious. An creature knocked Unconscious in this way may only be woken up by a DC 16 Performance check to sing a waking song, otherwise the creature will wake up after one hour. A creature may only attempt to sing the walking song once per day before it temporarily loses its magical properties.

Hate Sunlight. The Barrow-Wight looses 1 Hate at the start of each round that it is exposed to sunlight. 

Deathless. The Barrow-Wight may spend 1 Hate to cancel a critical hit scored against it. When an attack would reduce the Barrow-Wight to 0 Hit Points, It must spend 1 Hate and return to full Hit Points. The Barrow-Wight can only die once it is reduced to 0 Hit Points and has no more Hate. This reaction cannot be used against attacks that deal magical damage or damage from a silvered weapon. 

Strike Fear. The Barrow-Wight may spend 1 Hate to make all creatures within its sight make a DC 16 Wisdom saving throw or become Frightened of the Barrow-Wight. Affected creatures may remake the save at the end of their turns, ending the effect on a success.

Actions

Ancient Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 5 (1d8 + 1) slashing damage. Along with the attack roll roll 3d6. For every 6 result, trigger one of the following effects: add two to the attack roll; add 6 to the damage result.

Chilling Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 6 (1d12) necrotic damage. Along with the attack roll roll 2d6. For every 6 result, trigger one of the following effects: the target becomes Grappled; add 6 to the damage result.

Description

Wights are malevolent creatures inhabiting the cold flesh of the dead. They hunger for the life and warmth of those who are so unlucky to stumble into a region troubled by their presence. They strike from the cover of thick mists, or under the cloak of night, seeking to subdue their prey with their spells. They are hard to kill, and even if their body is destroyed, the spirit that animates them is unharmed, and flees to find some other barren place to haunt.

Barrow-wights walked in the hollow places with a clink of rings on cold fingers, and gold chains in the wind.

Sent to the hills of Tyrn Gorthad by the Witch-king of Angmar to plague his enemies in the wars against Arnor, a Barrow-wight appears as a tall, dark figure, with cold eyes lit by a pale light. It wears rings on its skeletal fingers, and gold chains around its neck. In its grip an ancient, pitted blade.

This is a translation of the Barrow-wight from The One Ring rpg 2e.

Previous Versions

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2/15/2023 12:34:58 PM
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