Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Mask of power steal. Whenever The Wight successfully makes a power drain attack against a creature, it can copy the ability that it has drained permenantly.
Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Power Drain in place of one longsword attack.
Power Drain. Melee Attack: +5 to hit, reach 5 ft., one creature. Hit: 4(1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or lose one of its abilities that it has used on the Wight. This can be a racial or class feature, such as flying or an ability like stunning strike, or lock a spell from being used or other extra feature/attack. The target cannot use that ability again until a short rest. This ability can not steal abilities from magic items.
A creature slain by this attack rises 24 hours later as a Specter or spirit 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 Spirits under its control at one time. If it does, it transforms into a Mask demon.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Description
Black Mask Wights are intelligent undead husks that resemble whatever creature they were before and serve under the Umbra king. They never tire in pursuit of their goal of making eternal war against the living and search for abilities to lock, steal, and mimic. When a Black Mask has taken enough abilities and powers it transforms into a unique demon that mixes the different abilities it has obtained.
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