Wight Cultist

CREATURE 12

rare ne medium undead 

Variant wight (Bestiary 332)

Perception +22; darkvision

Languages Common

Skills Athletics +25, Intimidation +24, Occultism +17, Stealth +22

Str +7 Dex +4 Con +6 Int -1 Wis +6 Cha +4

Items +1 striking ranseur, platinum religious symbol of Graifeir worth 150 gp

AC  32; Fort +24, Ref +20, Will +22

HP 235, negative healing; Immunities death effects, disease, paralyzed, poison, unconscious

Dreadful Spite [R] Trigger The wight cultist is reduced to 0 Hit Points; Effect The wight makes a Strike before being destroyed. It doesn't gain any temporary HP from drain life on this Strike. A creature hit by this Strike is also doomed 1 for 1 minute.

Speed 25 feet

Melee [>] ranseur +26 (disarm, magical, reach), Damage 2d10+13 piercing plus drain life

Melee [>] claw +25, Damage 3d6+13 bludgeoning plus drain life

Divine Innate Spells DC 29; 6th crushing despair; 5th confusion, downpour; 3rd paralyze (at will); Cantrips (6th) daze, shield

Drain Life (divine, necromancy) When the wight damages a living creature with its claw or ranseur Strike, the wight gains 12 temporary Hit Points and the creature must succeed at a DC 29 Fortitude save or become drained 1. Further damage dealt by the wight increases the amount of drain by 1 on a failed save, to a maximum of drained 4.

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

Extinction Curse #4: Siege of the Dinosaurs, page 34.

Open Wight Cultist in the interactive creatures list or browse all creatures starting with W.