Raptor Guard Wight

CREATURE 13

rare ne medium undead 

Variant wight (Bestiary 332)

Perception +22; darkvision

Languages Draconic, Necril, Undercommon

Skills Acrobatics +24, Athletics +27, Intimidation +27, Stealth +24, Survival +22

Str +8 Dex +5 Con +3 Int +0 Wis +3 Cha +4

Items +1 resilient bone armor (as hide armor), greater demon mask in the form of a dinosaur-skull helm, +1 striking spear

AC  34; Fort +26, Ref +23, Will +21

HP 240, negative healing; Immunities death effects, disease, paralyzed, poison, unconscious

Death Stench (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 32 Fortitude save. On a failure, the creature is sickened 2 and doomed 1 for as long as it is sickened; on a critical failure, the creature is instead doomed 2 for as long as it is sickened. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to any creature's death stench for 1 minute.

Attack of Opportunity [R]

Speed 25 feet

Melee [>] spear +27 (magical), Damage 2d6+14 piercing plus drain life and terror master

Melee [>] claw +26 (agile), Damage 3d6+14 slashing plus drain life and terror master

Melee [>] jaws +26, Damage 3d8+14 piercing plus drain life and terror master

Ranged [>] spear +24 (magical, range increment 20 feet), Damage 2d6+14 piercing plus terror master and hungry spear

Drain Life (divine, necromancy) When the Raptor Guard wight damages a living creature with a melee Strike, the wight gains 13 temporary Hit Points and the target creature must succeed at a DC 32 Fortitude save or become drained 1. Further damage dealt by the wight increases the drained condition by 1 on a failed save, to a maximum of drained 4.

Hungry Spear (divine, necromancy) The Raptor Guard wight's ranged spear Strikes apply drain life, but the wight doesn't gain any temporary Hit Points if the attack hits.

Terror Master As long as the Raptor Guard wears its dinosaur-skull helm, its Strikes deal an additional 1d10 negative damage, or an additional 2d10 damage to frightened creatures.

Wight Spawn (divine, necromancy) A living humanoid slain by a Raptor Guard wight's melee Strike rises as a wight after 1d4 rounds. This wight spawn is under the command of the Raptor Guard that killed it. It doesn't have the drain life or wight spawn abilities and is clumsy 2. If the creator of the wight spawn dies, the wight spawn becomes a full-fledged, autonomous wight; it regains its free will, gains the drain life and wight spawn abilities, and is no longer clumsy.

Extinction Curse #5: Lord of the Black Sands, page 32.

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