b'Wight, Barrow Barrow Wight \n'b'  Medium   undead ,  lawful evil  \n'b'  Armor Class  19 (plate,  shield )  Hit Points  133 (14d8 + 70)  Speed  25 ft.\n'b' STATS STR: 22 (+6) DEX:  13 (+1)  CON:  20 (+5)  INT:  13 (+1)  WIS:  17 (+3)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered  Damage Immunities  cold, necrotic, poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  poisoned   Senses  blindsight 30 ft.,  darkvision  60 ft., passive  Perception  13  Languages  Common, Dwarven  Challenge  11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Dream Haunting . The barrow  wight  may cast  scrying  on any creature currently affected by its  nightmare  touch without the use of components. It may also inflict horrifying nightmares on the subject, forcing the target to succeed on a DC 17  Wisdom  saving throw or take 3d6 psychic damage after it completes a full rest. \n'b'  Innate Spellcasting : The barrow  wight\xe2\x80\x99s  spellcasting ability is  Charisma  (spell save DC 17). The barrow  wight  can innately cast the following spells, requiring no material components: \n'b'\n'b'  3/day each :  fear ,  gaseous form ,  sleep  \n'b'  1/day each :  animate dead ,  call lightning  \n'b'\n'b'  Magic Resistance . The barrow  wight  makes saving throws against spells and magical affects with advantage. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The barrow  wight  may make two falchion attacks, or one falchion and one  nightmare  touch  attack  Falchion.  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 12 (1d10 + 7) slashing damage, plus 9 (2d8) necrotic damage. \n'b'  Nightmare Touch .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 8 (1d6 + 5) necrotic damage and the target must make a DC 17  Charisma  saving throw. On a failed saving throw, the target\xe2\x80\x99s hit point maximum is reduced by the damage taken and the target is haunted by horrifying nightmares. While affected, the target gains no benefit from a full rest. Targets affected by  nightmare  touch may repeat the saving throw at the end of a full rest to remove the effects.  Greater restoration ,  dispel  good and evil, or  remove curse  will also end the effects. On a successful saving throw, a creature is immune to the  nightmare  effects of  nightmare  touch for 24 hours, but not the reduction of hit point maximum. A humanoid whose hit point maximum is reduced to 0 by this  attack  becomes a normal  wight  at the next sunset under the control of the barrow  wight . The barrow  wight  may not have more than six wights under its control at a time. \n'b'\n'b' LAIR ACTIONS \n'b' The bleak moods of a barrow  wight  influence the natural world around its barrow as well, allowing them to maintain a rather dismal demesne if they so choose. Cannier barrow wights, however, create pleasant conditions to lure the unwary into their domain, before a sudden change in the weather swathes their land in chill winds, clinging fogs, or driving rain. Lost and terrified victims seeking shelter may be taken captive, spirited away beneath the hills and cairns and turned into living dead bound to the  wight \xe2\x80\x98s will. Barrow wights sometimes release their captives after a dream-haunted slumber, imparting a bit of their deathless  shadow  into the target\xe2\x80\x99s heart, soul, and mind and corrupting their thoughts and dreams from afar. These unfortunates become the barrow  wight \xe2\x80\x98s unwitting pawns in undermining its enemies in the waking world or just in sowing misery and despair. Perhaps cruelest of all are those the barrow  wight  turns loose after their capture, allowing them to hope for rescue or escape from their living  nightmare  if only they could find their way out of the  wight \xe2\x80\x98s necropolis, but the twisted enchantments laid on the  wight\xe2\x80\x99s  barrow subtly steer disoriented victims right back into the dread creature\xe2\x80\x99s clutches. \n'b' The barrow  wight  may take a lair action to cause one of the following effects on  Initiative  count 20 (losing ties). \n'b'\n'b' The barrow  wight  creates fog as though it had cast the  fog cloud  spell. The fog lasts until the end of initiative count 20 on the next round. \n'b' The barrow  wight  animates the spirits of the former servants buried with it. The spirits  attack  one creature that the barrow  wight  can see within 60 feet. The target must make DC 17  Constitution  saving throw against the  attack . On a failed saving throw, the target takes 6d6 (21) necrotic damage and is weakened. Weakened targets make  Strength  and  Dexterity  checks and saving throws at disadvantage until the end of initiative count 20 on the next round. A successful saving throw reduces the damage to half (10) and prevents the weakening. \n'b' The barrow  wight  knows the exact location of any creature within 6 miles of its barrow that is carrying an item stolen from the  wight . \n'b'\n'b' REGIONAL EFFECTS \n'b' The region around the barrow wights lair is subject to the emotional whims of the creature, creating the following effects: \n'b'\n'b' The barrow  wight  can alter the weather within 6 miles of its barrow. This effect is identical to the  control weather  spell. \n'b' The barrow  wight  can pierce the veil between the Material plane and the Ethereal within 6 miles of its barrow, causing visions of dead spirits to appear in the region. These spirits are typically mindless husks posing no physical threat to Material world, but a creature encountering one or more of these spirits makes saving throws against  fear  effects at disadvantage while in the region. \n'b' The barrow  wight  can alter the appearance of the terrain within a 6-mile radius centered on its barrow. This effect is identical to the  hallucinatory terrain  spell. \n'b'\n'b' ABOUT \n'b' Forlorn and fearsome, barrow wights were once warlords or princes of old. While some few came to their current state by the powerful curse of a darkling power, most earned an eternity of unlife through their own dire and dreadful predations, whether in war and conquest or in the oppression and exploitation of their own people. \n'b'  Immortal Greed . Barrow wights are usually sealed in death within ancient burial grounds, in grand cairns and mausoleums meant as both memorial and remonstrance for future generations of the exploits and final fate of tyrants. Arising into unlife, some barrow wights harbor no grandiose ambitions, preferring to simply lie forever in dark repose upon their funerary biers, surrounded by the treasures carried with them into the afterlife. Despite their  seeming  quiescence, however, their undead spirit loses none of its potency, and the power of its avarice infuses its resting place as it jealously tallies and catalogues every relic of its former glory,  ready  to unleash hell itself upon any with the effrontery to rob them. \n'b'  Reign of Death . Most barrow wights, however, seek to establish kingdoms of the dead (or rarely of the living), that they may continue their reign in death as in life, sitting enthroned as a lord of old upon thrones hewn from the very living rock. While greed runs deeply in the cold heart of a barrow  wight , it is not only avarice but a thirst for power and authority that drives them into their restless undead state. They crave obeisance and honors from others, be they mindless corpses, undead spawn, or cowed living minion.'