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Prowler WightCreature 9


UncommonLEMediumUndeadWight
Source Pathfinder Book of the Dead
Perception +18 (darkvision)
Languages Common, Necril
Skills Acrobatics +18, Deception +18, Stealth +20
Str +4, Dex +5, Con +2, Int +1, Wis +3, Cha +3

AC 28; Fort +17; Reflex +20; Will +16;
HP 155 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious

Dagger One Action +21 (+17, +13) to hit (agile, finesse, magical, versatile s) 2d4+7 Piercing
Claw One Action +20 (+16, +12) to hit (agile, finesse) 1d8+7 Slashing

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 Spite Reaction

Trigger The prowler wight is reduced to 0 Hit Points


Effect The prowler wight makes a Strike before being destroyed. They don't gain any temporary HP from drain life on this Strike.

Drain Life (divine, necromancy)

When the hunter wight damages a living creature using an unarmed attack or their bound weapon, they gain 9 temporary Hit Points, and the creature must succeed at a DC 25 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.

Feign Death One Action (concentrate)

The prowler wight quenches the telltale red glow in their eye sockets, falls Prone, and lies completely still. Until the next time they act, the prowler wight appears to be an ordinary corpse. They have an automatic result of 38 on Deception checks and DCs to pass as an ordinary corpse.

Sneak Attack

The prowler wight deals an additional 2d6 precision damage to flat-footed creatures.


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

Spawn Prowler Wight (divine, necromancy)

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


Often found lurking in the dark, prowler wights wield subterfuge as their greatest weapon. They frequently feign death in old sewers, graveyards, and mausoleums, waiting for hapless victims to pass by before striking.


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.