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Ragewight (5-6)Creature 6


UncommonCEMediumUndeadWight
Source Pathfinder Society Scenario #2-15: A Dirge for Sarkoris
Perception +15 (darkvision)
Languages Common, Necril
Skills Athletics +15, Intimidation +13, Stealth +12
Str +5, Dex +2, Con +5, Int +1, Wis +4, Cha +3

AC 23; Fort +16; Reflex +11; Will +15;
HP 115 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious

Claw One Action +17 (+12, +7) to hit (coldiron) 2d6+5 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.

Drain Life (divine, necromancy)

When the ragewight damages a living creature with its claw Strike, the ragewight gains 3 temporary Hit Points and the creature must succeed at a DC 21 fortitude save or become Drained 1. Further damage dealt to the creature by the ragewight increases the amount of drain by 1 on a failed save, to a maximum of Drained 4.

Furious Grab Reaction

Trigger A creature uses a move action to leave a square adjacent to the ragewight


Effect The ragewight attempts an Athletics check to Grapple the target.

Rage One Action

The ragewight goes into a frenzy, gaining 10 temporary Hit Points. Its Strikes deal 2 additional damage, and it takes a -1 penalty to AC.

This lasts for 1 minute.

Effect: Rage

Wight Spawn (divine, necromancy)

A living humanoid slain by a ragewight's claw Strike rises as a spawned wight after 1d4 rounds. This spawned wight is under the command of the ragewight that killed it. It doesn't have the drain life or wight spawn abilities and is Clumsy 2 for as long as it is a spawned wight. 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.



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.