Monster Dossier
Raptor Guard Wight
Variant wight (Bestiary 332)
Traits
rarenemediumundead
Rules & statistics
Monster Profile
Perception
22
Senses
- Name
- darkvision
Languages
- Languages
- draconic
- necril
- undercommon
Skills
- Acrobatics
- 24
- Athletics
- 27
- Intimidation
- 27
- Stealth
- 24
- Survival
- 22
Ability Mods
- 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
Defenses
- Ac
- 34
- Saving Throws
- Fort
- 26
- Ref
- 23
- Will
- 21
- Hp
- Hp
- 240
- Abilities
- negative healing
- Immunities
- death effects
- disease
- paralyzed
- poison
- unconscious
Speed
- Walk
- 25
Attacks
- Range
- Melee
- Name
- spear
- Attack
- 27
- Traits
- magical
- Effects
- drain life
- terror master
- Damage
- 2d6+14 piercing plus drain life and terror master
- Types
- piercing
- Range
- Melee
- Name
- claw
- Attack
- 26
- Traits
- agile
- Effects
- drain life
- terror master
- Damage
- 3d6+14 slashing plus drain life and terror master
- Types
- slashing
- Range
- Melee
- Name
- jaws
- Attack
- 26
- Effects
- drain life
- terror master
- Damage
- 3d8+14 piercing plus drain life and terror master
- Types
- piercing
- Range
- Ranged
- Name
- spear
- Attack
- 24
- Traits
- magical
- range increment
- Effects
- terror master
- hungry spear
- Damage
- 2d6+14 piercing plus terror master and hungry spear
- Types
- piercing
Abilities
- Mid
- Traits
- aura
- olfactory
- Entries
- 30 feet. A creature that enters the area must attempt a 32 Fortitude save.
- On a failure, the creature is sickened|CRB|sickened 2 and doomed|CRB|doomed 1 for as long as it is sickened; on a critical failure, the creature is instead doomed|CRB|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.
- Name
- Death Stench
- Activity
- Number
- 1
- Unit
- reaction
- Name
- Attack of Opportunity
- Bot
- Traits
- divine
- necromancy
- Entries
- 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 32 Fortitude save or become drained|CRB|drained 1. Further damage dealt by the wight increases the drained condition by 1 on a failed save, to a maximum of drained|CRB|drained 4.
- Name
- Drain Life
- Traits
- divine
- necromancy
- Entries
- The Raptor Guard wight's ranged spear Strike||Strikes apply drain life, but the wight doesn't gain any temporary Hit Points if the attack hits.
- Name
- Hungry Spear
- Entries
- As long as the Raptor Guard wears its dinosaur-skull helm, its Strike||Strikes deal an additional 1d10 negative damage, or an additional 2d10 damage to frightened creatures.
- Name
- Terror Master
- Traits
- divine
- necromancy
- Entries
- 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|CRB|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.
- Name
- Wight Spawn
Background
Lore
No lore provided.