Raptor Guard Wight

Level 13
Creature· evilRareMediumLegacy
AC 34
HP 240 (void healing)
Speed 25 ft.
Fort +26
Ref +23
Will +21
Perc +22
Size Medium
Rare
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Languages draconic, necril, sakvroth
Senses darkvision
Skills athletics +27, intimidation +27, acrobatics +24, stealth +24, survival +22
Recall Knowledge religion DC 36

Attacks

Melee Spear +27/+22/+17(magical)
Damage: 2d6+14 piercing
Effect: drain life, terror master
Melee Claw +26/+22/+18(agile, unarmed)
Damage: 3d6+14 slashing
Effect: drain life, terror master
Melee Jaws +26/+21/+16(unarmed)
Damage: 3d8+14 piercing
Effect: drain life, terror master
Ranged Spear +24/+19/+14 (range 20 ft.)(magical)
Damage: 2d6+14 piercing
Effect: hungry spear, terror master

Abilities

Attack of Opportunitydefensive

Trigger 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.

Death Stenchdefensive(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.

Void Healingdefensive

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Drain Lifeoffensive(divine)

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. Effect: Drain Life

Hungry Spearoffensive(divine)

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 Masteroffensive

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

Wight Spawnoffensive(divine)

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