Mask Wight
Medium Undead, neutral evil (CR 13)Armor Class 19 natural armor
Hit Points 207 (18d8+126)
Speed 40 ft.
22 (+6)
18 (+4)
24 (+7)
15 (+2)
16 (+3)
18 (+4)
Skills
Senses darkvision 60 ft., truesight 30 ft., passive Perception 13
Languages Common, Giant, Infernal
Challenge Rating 13
Actions
Multiattack.
The mask wight makes one Khopesh of Oblivion attack and one Enervating Spiked Gauntlet attack.
Khopesh of Oblivion.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage, and the target must succeed on a DC 17 Wisdom saving throw or some cherished material thing disappears from the universe, and only the target retains any memory of it. This item can be as large as a building, but it can't be a living entity and it can't be on the target's person or within the target's sight.
Enervating Spiked Gauntlet.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage plus 11 (2d10) necrotic damage, and the target must succeed on a DC 17 Wisdom saving throw or gain 1 level of exhaustion. The target recovers from all exhaustion caused by the enervating spiked gauntlet at the end of its next long rest.
Wail of the Forgotten (Recharge 6).
The mask wight emits an ear-piercing wail. All creatures within 30 feet of the wight take 65 (10d12) thunder damage and are permanently deafened; a successful DC 17 Charisma saving throw reduces damage to half and limits the deafness to 1d4 hours. Targets slain by this attack are erased from the memories of every creature in the planes, all written or pictorial references to the target fade away, and its body is obliterated-the only exception is those who personally witnessed the death. Restoring such a slain creature requires a wish or divine intervention; no mortal remembers the creature's life or death.
sizeMedium
typeUndead
group
alignmentneutral evil
strength_save11
dexterity_save9
constitution_save12
intelligence_save7
wisdom_save8
charisma_save9
perception
damage_vulnerabilitiesradiant
damage_resistancesacid, fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical attacks
damage_immunitiesnecrotic, poison
condition_immunitiescharmed, frightened, paralyzed, petrified, poisoned, stunned, unconscious
cr13
reactions
legendary_desc
legendary_actions
special_abilitiesname: Innate Spellcasting,desc: the wight's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: at will: alter self 1/day each: counterspell, dispel magic, enlarge/reduce, spider climb, tongues 1/week: gate,name: Single-minded Purpose,desc: The wight has advantage on attack rolls against followers of the fiend it is tasked to destroy and those in its target's employ (whether or not they are aware of their employer), as well as the fiend itself.
spell_list
page_no285
document__license_urlhttp://open5e.com/legal
document__slugtob
document__titleTome of Beasts
document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/
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Tome of Beasts, page no. 285