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Hunter WightCreature 7


UncommonLEMediumUndeadWight
Source Pathfinder Book of the Dead
Perception +16 (darkvision)
Languages Common, Necril
Skills Athletics +14, Crafting +14, Intimidation +12, Stealth +17
Str +3, Dex +4, Con +2, Int +1, Wis +3, Cha +2

AC 24; Fort +13; Reflex +17; Will +14;
HP 112 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious

Claw One Action +16 (+12, +8) to hit (agile) 1d8+9 Slashing
Composite Longbow One Action +18 (+13, +8) to hit (deadly d10, propulsive, range increment 100, volley 30) 1d8+7 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Final Snare Reaction

Trigger The hunter wight is reduced to 0 Hit Points


Effect The hunter wight has rigged their own body with a snare, which they trigger before being destroyed. Slivers of bone launch at an adjacent creature, dealing 4d8 piercing damage (DC 25 basic reflex).

Drain Life (divine, necromancy)

When the hunter wight damages a living creature using an unarmed attack or their bound weapon, they gain 7 temporary Hit Points, and the creature must succeed at a DC 22 fortitude save or become Drained 1. Further damage dealt by the hunter wight's unarmed and bound weapon attacks increases the value of the drained condition by 1 on a failed save, to a maximum of drained 4.

Spawn Hunter Wight (divine, necromancy)

A living humanoid killed by a hunter wight's weapon or claw Strike rises as a hunter wight spawn after 1d4 rounds. This spawn is under the command of the hunter wight that killed them. They don't have drain life or spawn hunter wight and are Clumsy 2 for as long as they're a hunter wight spawn. If the creator of the hunter wight spawn dies, the hunter wight spawn becomes a fully autonomous hunter wight; they regain their free will, gain drain life and spawn hunter wight, and are no longer clumsy


Dangers deep in the wilderness claim the life some lone scout or hunter. When they arise as wights, they renew their hunt with equal vigor, but all the living are now their prey. Hunter wights prefer to seek strategic ground, frequently taking residence atop hills or within abandoned watchtowers and keeps.


Wights are undead beings of spite who primarily stalk places related to death.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.