CREATURE 12
Perception +22 (+26 when rolling initiative); darkvision
Languages Common, Necril; tongues
Skills Athletics +24, Intimidation +25, Warfare Lore +25
Str +6 Dex +3 Con +4 Int +5 Wis +3 Cha +3
Items full plate, +1 striking longsword, standard-grade adamantine shield (Hardness 10, HP 40, BT 20)
AC 32; 34 with shield raised);; Fort +24, Ref +19, Will +21
HP 220, negative healing; Immunities death effects, disease, paralyzed, poison, unconscious
Attack of Opportunity (page 212)
Final Spite (auditory, divine, necromancy) Trigger The wight commander is reduced to 0 Hit Points; Effect The wight commander blows a battered war horn before being destroyed. The unnerving blast summons reinforcements, raising 1d4 corpses in a 200-foot emanation as wights (Bestiary 332).
Speed 25 feet
Melee longsword +27 (magical, versatile p), Damage 2d8+14 slashing plus drain life
Melee claw +26 (agile), Damage 2d8+14 slashing plus drain life
Divine Innate Spells DC 29; Constant (5th) tongues
Coordinated Strike The wight commander flanks with an ally as long as the target is within both their reaches, even if commander and ally aren't on opposite sides.
Drain Life (divine, necromancy) As hunter wight, but 12 temporary Hit Points and DC 29.
Spawn Wight Soldier (divine, necromancy) As hunter wight, but the spawn is a different wight of the commander's level or lower, most often a hunter wight or prowler wight.
Tactical Direction (auditory) Each wight ally in a 30-foot emanation gains the Attack of Opportunity reaction until the end of their next turn.
Book of the Dead, page 169.
Open Wight Commander in the interactive creatures list or browse all creatures starting with W.