Wight CommanderCreature 12
Source Pathfinder Book of the Dead
Perception +22 ((+26 when rolling initiative); darkvision)
Languages Common, Necril, Tongues
Skills Athletics +24, Intimidation +25, Lore +25
Str +6, Dex +3, Con +4, Int +5, Wis +3, Cha +3
AC 32 34 with shield raised; Fort +24; Reflex +19; Will +21;
HP 220 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Longsword +27 (+22, +17) to hit (magical, versatile p) 2d8+14 Slashing
Claw +26 (+22, +18) to hit (agile) 2d8+14 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.
+26 to InitiativeConstant SpellsA constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Negative HealingA 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.
Attack of OpportunityTrigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Final Spite (auditory, divine, necromancy)Trigger The wight commander is reduced to 0 Hit Points
Effect The wight commander blows a battered war horn before being destroyed. The unnerving blast summons reinforcements, raising 1d4 corpses in a 200-foot emanation as Wights.
Shield BlockTrigger The monster has its shield raised and takes damage from a physical attack.
Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.
Coordinated StrikeThe wight commander flanks with an ally as long as the target is within both their reaches, even if commander and ally aren't on opposite sides.
Drain Life (divine, necromancy)When the hunter wight damages a living creature using an unarmed attack or their bound weapon, they gain 12 temporary Hit Points, and the creature must succeed at a DC 29 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 Wight Soldier (divine, necromancy)A living humanoid killed by a wight commander's weapon or claw Strike rises as a wight of of the commander's level or lower, most often a hunter wight or prowler wight, after 1d4 rounds. This spawn is under the command of the wight commander that killed them. They don't have drain life or spawn wight soldier and are Clumsy 2 for as long as they're a wight spawn. If the creator of the wight spawn dies, the wight spawn becomes a fully autonomous wight; they regain their free will, gain drain life and spawn wight soldier, and are no longer clumsy.
Tactical Direction (auditory)Each wight ally in a 30-foot emanation gains the Attack of Opportunity reaction until the end of their next turn.
Divine Innate Spells (DC 29, +21 to hit)
5th Level: Tongues (Constant)
When the beloved leader of a military unit is raised as a wight, sometimes the spirits of their comrades return with them, creating a gestalt being of impeccable tactical acumen.
Wights are undead beings of spite who primarily stalk places related to death.
Traits
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.