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'     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'   Insanity Gaze . 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. A creature that isn\xc2\x92t surprised can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xc2\x92t 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'  Resurrection Vulnerability . Casting a  raise dead  or  resurrection  spell on the barrow  wight  destroys it unless it makes a  Wisdom  saving throw. \n'b'  Sunlight Sensitivity . While in sunlight, the barrow wight has disadvantage on  attack  rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'     d% Effect (lasts 1 minute) \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'   21-30 \n'b' The creature is incapacitated, and can only scream, laugh, or weep hysterically. \n'b'   31-40 \n'b' The creature is  frightened  and must use its  actions  to flee from the source of its fear. \n'b'   41-50 \n'b' The creature babbles incoherently and cannot speak normally or cast spells. \n'b'   51-60 \n'b' The creature must use its action to  attack  the nearest creature. \n'b'   61-70 \n'b' The creature hallucinates vividly, incurring disadvantage on all ability checks. \n'b'   71-75 \n'b' The creature does whatever anyone tells it to do that isn\xc2\x92t obviously self-destructive. \n'b'   76-80 \n'b' The creature experiences an overpowering urge to eat something strange, such as dirt, offal, or slime. \n'b'   81-90 \n'b' The creature is  stunned . \n'b'   91-00 \n'b' The creature falls unconscious. 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\xc2\x92s  insanity gaze for 24 hours. \n'b'    Actions \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.'