Smokesight Wight Captain

Level 10
Creature· evilRareMediumLegacy
AC
29
HP
180
Speed
25 ft.
Perception
+19
Fort
+21
Ref
+16
Will
+18
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Languages common, necril
Senses darkvision
Skills intimidation +22, athletics +21
Recall Knowledge DC 32 (religion)

Attacks

Melee Longsword +24 (magical, versatile-p), Damage 2d8+11 slashing
Melee Claw +23 (agile, unarmed), Damage 2d8+11 slashing

Abilities

+23 to Initiativeinteraction
Smoke Visioninteraction

The wight captain ignores the Concealed condition from smoke.

Constant Spellsinteraction
Attack of Opportunity
Final Spite

Trigger The wight captain is reduced to 0 Hit Points


Effect The wight captain blows a battered war horn before being destroyed. The unnerving blast summons reinforcements, raising in a 200-foot area as Wights.

Shield Block
Void Healing
Coordinated Strike

The wight captain flanks with an ally as long as the target is within both their reaches, even if commander and ally aren't on opposite sides.

Drain Life

When the wight captain damages a living creature using an unarmed attack or their bound weapon, they gain 10 temporary Hit Points, and the creature must succeed at a DC 26 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

Spawn Wight Soldier

A living humanoid killed by a wight captain's weapon or claw Strike rises as a stalker wight after . This spawn is under the command of the wight commander that killed them. They don't have drain life or spawn stalker wight and are Clumsy 2 for as long as they're a wight spawn. If the creator of the stalker wight spawn dies, the wight spawn becomes a fully autonomous stalker wight; they regain their free will, gain drain life and spawn stalker wight, and are no longer clumsy.

Tactical Direction◆◆

Each wight ally in a 30-foot area gains the Attack of Opportunity reaction until the end of their next turn.

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.