Monster Dossier

Raptor Guard Wight

Variant wight (Bestiary 332)

Level 13

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.