b'Boreal Wight \n'b'  Medium   undead ,  neutral evil  \n'b'  Armor Class  14 (natural)  Hit Points  39 (6d8 + 12)  Speed  30 ft., burrow 5 ft., climb 30 ft.\n'b' STATS STR: 12 (+1) DEX:  13 (+1)  CON:  14 (+2)  INT:  10 (+0)  WIS:  11 (+0)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Stealth  +5  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered  Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  poisoned   Senses   darkvision  60 ft., tremorsense 30 ft., passive  Perception   Languages  Common  Challenge  4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Create Boreal Spawn . A humanoid killed by a boreal wight that is either  restrained  by its thornbind ability or buried in the earth rises as a boreal spawn after 1 minute. Corpses freed from the thornbind or removed from the earth before 1 minute are spared the transformation. Boreal spawn are under the control of the boreal wight that created them and have the same traits, though they take a 1d4 penalty to all  attack  rolls, ability checks, and saving throws. If their creator is destroyed, boreal spawn become independent and free boreal wights. A boreal wight may only have 4 boreal spawn under its control at a time. \n'b'  Plant Traits . A boreal wight is susceptible to affects that target plant creatures, though it gains advantage on saving throws against such effects. \n'b'  Rooting . As a bonus action the boreal wight may either root itself into the ground, or stop being rooted. While rooted, the boreal  wight\xe2\x80\x99s  speed is reduced to 0, gains advantage on checks to resist being shoved, and regains 3  Hit Points  at the beginning of each of its rounds. \n'b'  Thorny Hide . Any creature that grapples or deals damage to the boreal wight with an unarmed  attack  takes 2 (1d4) piercing damage and must make a DC 14  Constitution  saving throw or contract boreal blight. \n'b'  Thornbind . Whenever the boreal wight successfully hits a target with two claw attacks in the same round it may force the target to make a DC 14  Strength  saving throw or become  restrained . While  restrained , the target takes 1d4 (2) piercing damage at the beginning of its turn. The target or an adjacent ally may use an action to attempt a  Strength  check (DC 14) to end the condition. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The boreal wight may make two claw attacks. \n'b'  Claws .  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : 8 (2d6 + 1) slashing damage, and the target must make a DC 14  Constitution  saving throw or contract boreal blight. \n'b'  Needlestorm (Recharge 5-6) . A boreal wight can release a flurry of needles, thorns, jagged stones, and detritus from the forest floor in either a 15-foot cone or 15-foot radius centered on the  wight . Creatures in the area take 2d4 (5) piercing damage and must succeed on a DC 14  Dexterity  saving throw or become  blinded  until the beginning of the boreal  wight\xe2\x80\x99s  next turn. \n'b'  Boreal Blight . Boreal blight is an undead parasitic fungal infection that infects the bloodstream of its victims causing weakness, fatigue, and even death. Eight hours after contracting the disease, the creature\xe2\x80\x99s speed is halved and they make  Strength  and  Constitution  checks at disadvantage. Every 24 hours after the first effects take hold, the victim must succeed at another DC 14  Constitution  saving throw or have their hit point maximum reduced by 5 (1d10). Boreal blight may be removed by  lesser restoration ,  heal , or similar magic. Alternately, the disease can be cured by the use of a rare herb called corpse-lily that grows on the bodies of some undead creatures (including boreal wights). Once acquired, a character with proficiency in  Intelligence  ( Medicine ) and access to appropriate tools may take an hour to prepare packets of a curative tea. When drunk before a full rest, the tea grants advantage on saving throws against the disease. After three successful saving throws made with the assistance of corpse-lily, the effects of the disease are removed. \n'b'\n'b' ABOUT \n'b' Boreal wights are the restless dead left unburied in the evergreen forests of the north. Like common wights, they possess a twisted and malevolent countenance, still vaguely recognizable to those who knew them in life but with leathery and desiccated flesh and eyes that burn with hate for those who yet live. They seek to share their undying pain with any living humanoid creatures they meet, filling the forests with victims who like themselves. \n'b'  Natural Embrace . Unlike common wights, the undead flesh of boreal wights bonds in a strange way with the needle-strewn forest floor where their unburied remains are left to rot and corrupt. The tattered and shriveled remnants of their flesh and garments alike are stained brown and deep green, with bits of earth, jagged stone fragments, gnarled roots, and fallen evergreen needles clinging to them and knitting together into razor-edged vines threaded around and through the wight\xe2\x80\x99s flesh. \n'b'  Vengeance on the Living . While boreal wights remember few details of their time among the living, they faintly recall their former habits as well as those things they can no longer enjoy. Their great bitterness at being left to die alone in the wild, far from those comforts of home and family and companionship, drives them to fits of malicious hatred interspersed with long weeks of brooding in despair. These pained reveries are often interrupted only by the advent of new prey to be had, shaking them out of their doldrums and inciting a new rash of violence. Once a boreal wight has taken a victim, ideally having made it his undead slave-spawn, he tracks his target back from whence he came and unleash a reign of terror upon his spawn\xe2\x80\x99s former home. This serves in part to garner new spawn, but its greater importance to the boreal wight is to show his new spawn the depths of true suffering to match or exceed his own.'