Wight Commander
Level 12Attacks
Abilities
A 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.
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.
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.
Trigger 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.
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.
The 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.
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. Effect: Drain Life
A living humanoid killed by a wight commander's weapon or claw Strike rises as a wight 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.
Each wight ally in a 30-foot emanation gains the Attack of Opportunity reaction until the end of their next turn.
Description
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.