Wight Cultist

Level 12
Creature· evilRareMediumLegacy
AC 32
HP 235 (void healing)
Speed 25 ft.
Fort +24
Ref +20
Will +22
Perc +22
Size Medium
Rare
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Spells
Divine Innate Spells (DC 29, attack +19)
Languages common
Senses darkvision
Skills athletics +25, intimidation +24, stealth +22, occultism +17
Recall Knowledge religion DC 35

Attacks

Melee Ranseur +26/+21/+16(disarm, magical, reach)
Damage: 2d10+13 piercing
Effect: drain life
Melee Claw +25/+20/+15(unarmed)
Damage: 3d6+13 bludgeoning
Effect: drain life

Abilities

Dreadful Spitedefensive

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.

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 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. Effect: Drain Life

Wight Spawnoffensive(divine)

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.

Traits