Raptor Guard Wight

Level 13
Creature· evilRareMediumLegacy
AC
34
HP
240
Speed
25 ft.
Perception
+22
Fort
+26
Ref
+23
Will
+21
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 DC 36 (religion)

Attacks

Melee Spear +27 (magical), Damage 2d6+14 piercing
Melee Claw +26 (agile, unarmed), Damage 3d6+14 slashing
Melee Jaws +26 (unarmed), Damage 3d8+14 piercing
Melee Spear +24 (magical), Damage 2d6+14 piercing

Abilities

Attack of Opportunity
Death Stench

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 Healing
Drain Life

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 Spear

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 Master

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 Spawn

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.