Sunday, October 19, 2014

5E Barrow Wight

This 5E conversion is of the barrow wight monster found in Greg Gillespie's Barrowmaze megadungeon moduleI extrapolated the Wight monster stat block from the 5E Monster Manual and made changes based on the monster's abilities in Barrowmaze.

Barrow wights are a more powerful form of wight that are found near barrows, crypts and grave-sites.  Barrow wights have thin pale skin pulled tight over the bones, abd often wear funerary shrouds which hang in tatters.  Their eyes burn with a hatred of the living, a hatred so fierce that it can burn into the mind of those who gaze upon it and drive them insane.

BARROW WIGHT
Medium undead, neutral evil
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Armor Class: 11 (natural armor)
Hit Points: 62 (6d8+38)
Speed: 30 ft.
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  STR        DEX       CON       INT        WIS       CHA
18 (+4)    14 (+2)     18 (+4)   10 (+0)   14 (+2)   15 (+2)
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Skills: Perception +4, Stealth +4
Damage Resistances: necrotic; bludgeoning, piercing, and slashing
from nonmagical weapons that aren't silvered.
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, frightened,
paralyzed, poisoned
Senses: darkvision 60 ft., passive Perception 14
Languages: the languages it knew in life
Challenge 4 (1100 XP)
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Sunlight Sensitivity. While in sunlight, the barrow wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Insanity Gaze.  When a creature that can see the barrow wight's eyes starts its turn within 30 feet of the barrow wight, the barrow wight can force it to make a DC 14 Intelligence saving throw if the barrow wight isn't incapacitated and can see the creature.  If the saving throw fails, the target is driven insane. An insane creature can't take actions, can't understand what other creatures say, cant read, and speaks only gibberish.  The DM controls it's movement which is erratic.  The insanity lasts until the creature is freed by the greater restoration or
heal spell.
   Unless surprised, a creature can avert it's eyes to avoid the saving throw at the start of it's turn.  If it does so, it can't see the barrow wight until the start of it's next turn, when it can avert its eyes again.  If it looks at the barrow wight in the meantime, it must immediately make the save.


ACTIONS
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 Life Drain  Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 10 (1d8+6) necrotic damage.  The target must succeed on a DC 14 Constitution saving throw or it's 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 it hit point maximum to 0.   A humanoid slain by this attack rises 24 hours later as a normal wight under the barrow wight's control, unless the humanoid is restored to life or it's body destroyed.
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