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Mask Wight

Medium · Undead · CR 13 · Neutral Evil

Source. Tome of Beasts
Armor Class
19 (natural armor)
Hit Points and Hit Dice
207 (18d8+126)
Challenge Rating CR
13

Ability Scores

Core attributes and their modifiers.

STR
22
+6
DEX
18
+4
CON
24
+7
INT
15
+2
WIS
16
+3
CHA
18
+4

Overview

Category Monsters
Size Medium
Type Undead
Alignment Neutral Evil
XP 10000
Initiative Bonus +4

Movement

Walk 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Darkvision 60 ft (18.3 m)
Truesight 30 ft (9.1 m)
Passive Perception 13

Saving Throws

Strength +11 Dexterity +9 Constitution +12 Intelligence +7 Wisdom +8 Charisma +9

Languages

Common, Giant, Infernal

Resistances & Immunities

Damage Immunities
necrotic, poison
Damage Resistances
acid, fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Vulnerabilities
radiant
Condition Immunities
charmed, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Environments

Arctic or Tundra Caves Coast Desert Forest or Jungle Grassland or Plains Hills Laboratory Lake Mountain Ocean Ruins Sewer Shadowfell The Abyss Astral Plane Elysium Ethereal Plane Feywild Hell Material Plane Plane of Air Plane of Earth Plane of Fire Plane of Water Swamp or Marsh Temple Badlands Tomb Underworld Urban

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

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.

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

When using Mask Wight in your D&D 5e campaign, consider these tactical approaches:

  • Boss Encounter: Suitable for climactic moments
  • Multi-phase Battle: Plan dramatic tension with multiple phases

Player Guide: Facing Mask Wight

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Major Threat: Prepare for epic battle
  • Resource Management: Conserve powerful abilities

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

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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