Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
Common, Giant, Infernal
Resistances & Immunities
Environments
Traits
Innate Spellcasting
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
Single-minded Purpose
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.
Actions
Enervating Spiked Gauntlet
+11 to hit, reach 5 ft (1.5 m). Hit: 2d12 necrotic damage.
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.
Khopesh of Oblivion
+11 to hit, reach 5 ft (1.5 m). Hit: 3d8 slashing damage.
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.
Multiattack
The mask wight makes one Khopesh of Oblivion attack and one Enervating Spiked Gauntlet attack.
Wail of the Forgotten
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.
About Mask Wight
Mask Wight is a medium undead with a Challenge Rating of 13. It has a neutral evil alignment.
In combat, this creature maintains an Armor Class of 19 and possesses 207 hit points (derived from 18d8+126).
Mask Wight has communication capabilities including Common, Giant, Infernal. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Mask Wight
2 tips available
GM Tips: Using Mask Wight
When using Mask Wight in your D&D 5e campaign, consider these tactical approaches:
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Boss Encounter: Suitable for climactic moments
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Multi-phase Battle: Plan dramatic tension with multiple phases
Player Guide: Facing Mask Wight
2 strategies available
Player Guide: Facing Mask Wight
When your party encounters this creature, keep these strategies in mind:
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Major Threat: Prepare for epic battle
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Resource Management: Conserve powerful abilities
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 13.
Solo Encounter:
A single character of level 17 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 18,200 XP
- Hard: 27,300 XP
- Deadly: 36,400 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Mask Wight?
- Mask Wight has a Challenge Rating of 13, making it appropriate for parties of level 13.0.
- What type of creature is Mask Wight?
- Mask Wight is a Medium Undead, which affects how certain spells and abilities interact with it.
- What languages does Mask Wight speak?
- Mask Wight can communicate in Common, Giant, Infernal.
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Related D&D 5e Content
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