b'Wight, Barrow \n'b'  Family:   Wight  \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  14 (studded leather)  Hit Points  45 (6d8 + 18)  Speed  30 ft.\n'b' STATS STR: 16 (+3) DEX:  14 (+2)  CON:  16 (+3)  INT:  10 (+0)  WIS:  13 (+1)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +3,  Stealth  +4  Damage Resistances  necrotic; bludgeoning, piercing and slashing from nonmagical weapons that are not silvered Damage immunities poison  Condition Immunities   exhaustion ,  poisoned   Senses   darkvision  60 ft., passive  Perception  13  Languages  the language it knew in life  Challenge  3 (700 XP) \n'b' Special Traits \n'b'\n'b'  Gaze of Insanity . If a creature starts its turn within 30 feet of the barrow wight and the two of them can see each other, the barrow wight can force the creature to make a DC 13  Wisdom  saving throw if the barrow wight is not incapacitated. On a failed save, the creature is affected by a short-term madness effect for 1 minute. Determine the effect from the table below. \n'b'\n'b' d% \n'b' Effect (lasts 1 minute) \n'b'\n'b' 01-20 \n'b' The target retreats into its mind and becomes  paralyzed . The effect ends if the creature takes any damage. \n'b'\n'b' 21-30 \n'b' The creature is incapacitated, and can only scream, laugh, or weep hysterically. \n'b'\n'b' 31-40 \n'b' The creature is  frightened  and must use its actions to flee from the source of the fear. \n'b'\n'b' 41-50 \n'b' The creature babbles incoherently and cannot speak normally or cast spells. \n'b'\n'b' 51-60 \n'b' The creature must use its action to attack the nearest creature. \n'b'\n'b' 61-70 \n'b' The creature hallucinates vividly, incurring disadvantage on all ability checks. \n'b'\n'b' 71-75 \n'b' The creature does whatever anyone tells it to do that isn\xe2\x80\x99t obviously self-destructive. \n'b'\n'b' 76-80 \n'b' The creature experiences an overpowering urge to eat something strange, such as dirt, offal, or slime. \n'b'\n'b' 81-90 \n'b' The creature is stunned. \n'b'\n'b' 91-00 \n'b' The creature falls unconscious. \n'b'\n'b'  Sunlight Sensitivity . While in sunlight, the wight has disadvantage on  attack  rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'\n'b' The target can repeat the saving throw at the end of each of its turns. A successful save ends the effect and renders the target immune to the same barrow  wight\xe2\x80\x99s  insanity gaze for 24 hours. A creature that isn\xe2\x80\x99t surprised can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the barrow wight until the start of its next turn, when it can avert its eyes again. If the creature looks at the barrow wight in the meantime, it must immediately make the save. \n'b' Actions \n'b'\n'b'  Slam .  Melee Weapon Attack : +5 to hit, reach 5 ft., one creature.  Hit : 6 (1d6+3) bludgeoning damage plus 6 (1d6 + 3) necrotic damage. The target must succeed on a DC 13  Constitution  saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target takes a  long rest . The target dies if this effect reduces their hit point maximum to zero. A humanoid slain by this  attack  rises 1d4 rounds later as a barrow wight under the control of the wight that killed it unless the humanoid is restored to life or its body is destroyed. The  wight  can have no more than three barrow wights under its control at one time. \n'b'\n'b' About \n'b' This creature appears as a rotting humanoid with leathery, gray skin drawn tight over its frame. Its eyes glow crimson. The creature\xe2\x80\x99s clothes appear as rotting and tattered rags. \n'b' Barrow wights are undead creatures akin to normal wights, but they are always found in or near barrows, usually guarding the treasure contained therein. They hate living creatures and attempt to destroy anyone who invades their resting place. \n'b' A barrow wight is a twisted, insane creature standing about 6 feet tall. \n'b' A barrow wight attempts to use its gaze  attack  on the closest creature to it when it is first encountered. Creatures not affected by its gaze are pummeled with its fists.'