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Raptor Guard WightCreature 13


RareNEMediumUndead
Source Pathfinder #155: Lord of the Black Sands
Perception +22 (darkvision)
Languages Draconic, Necril, Undercommon
Skills Acrobatics +24, Athletics +27, Intimidation +27, Stealth +24, Survival +22
Str +8, Dex +5, Con +3, Int +0, Wis +3, Cha +4

AC 34; Fort +26; Reflex +23; Will +21;
HP 240 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious

Spear One Action +27 (+22, +17) to hit (magical) 2d6+14 Piercing
Claw One Action +26 (+22, +18) to hit (agile) 3d6+14 Slashing
Jaws One Action +26 (+21, +16) to hit 3d8+14 Piercing
Spear One Action +24 (+19, +14) to hit 2d6+14 Piercing

Attack of Opportunity ReactionDeath Stench (aura, olfactory)

30 feet.

A creature that enters the area must attempt a DC 32 fortitude save. On a failure, the creature is sickened 2 and doomed 1 for as long as it is sickened; on a critical failure, the creature is instead 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.

Drain Life (divine, necromancy)

(divine, necromancy) 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 DC 32 fortitude save or become drained 1. Further damage dealt by the wight increases the drained condition by 1 on a failed save, to a maximum of drained 4.

Hungry Spear (divine, necromancy)

(divine, necromancy) The Raptor Guard wight's ranged spear Strikes apply drain life, but the wight doesn't gain any temporary Hit Points if the attack hits.

Terror Master

As long as the Raptor Guard wears its dinosaur-skull helm, its Strikes deal an additional 1d10 negative damage, or an additional 2d10 negative damage to frightened creatures.

Wight Spawn (divine, necromancy)

(divine, necromancy) 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 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.



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.