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Wight CultistCreature 12


RareNEMediumUndead
Source Pathfinder #154: Siege of the Dinosaurs
Perception +22 (darkvision)
Languages Common
Skills Athletics +25, Intimidation +24, Occultism +17, Stealth +22
Str +7, Dex +4, Con +6, Int -1, Wis +6, Cha +4

AC 32; Fort +24; Reflex +20; Will +22;
HP 235 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious

Ranseur One Action +26 (+21, +16) to hit (disarm, magical, reach) 2d10+13 Piercing
Claw One Action +25 (+20, +15) to hit 3d6+13 Bludgeoning

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.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

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.

Dreadful Spite Reaction

Trigger The wight cultist is reduced to 0 Hit Points


Effect The wight makes a Strike before being destroyed. It doesn't gain any temporary HP from drain life on this Strike. A creature hit by this Strike is also Doomed 1 for 1 minute.

Drain Life (divine, necromancy)

When the wight damages a living creature with its claw or ranseur Strike, the wight gains 12 temporary Hit Points and the creature must succeed at a DC 29 fortitude save or become Drained 1. Further damage dealt by the wight increases the amount of drain by 1 on a failed save, to a maximum of Drained 4.

Wight Spawn (divine, necromancy)

A living humanoid slain by a wight's claw or ranseur Strike rises as a wight after 1d4 rounds. This wight spawn is under the command of the wight that killed it. It doesn't have drain life or wight spawn and becomes Clumsy 2 for as long as it is a wight spawn. If the creator of the wight spawn dies, the wight spawn becomes a full-fledged, autonomous wight; it regains its free will, gains drain life and wight spawn, and is no longer clumsy.


Divine Innate Spells (DC 29, +19 to hit)

Cantrips (6th Level): Daze, Shield
3rd Level: Paralyze (At Will)
4th Level: Confusion, Downpour
5th Level: Crushing Despair



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.