Raptor Guard Wight
Level 13Attacks
Abilities
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.
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
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.
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.
A living humanoid slain by a Raptor Guard wight's melee Strike rises as a Wight after . 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.