Wight Cultist

Level 12
Creature· evilRareMediumLegacy
AC
32
HP
235
Speed
25 ft.
Perception
+22
Fort
+24
Ref
+20
Will
+22
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Languages common
Senses darkvision
Skills athletics +25, intimidation +24, stealth +22, occultism +17
Recall Knowledge DC 35 (religion)

Attacks

Melee Ranseur +26 (disarm, magical, reach), Damage 2d10+13 piercing
Melee Claw +25 (unarmed), Damage 3d6+13 bludgeoning

Abilities

Dreadful Spite

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 Healing
Drain Life

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 Spawn

A living humanoid slain by a wight's claw or ranseur Strike rises as a wight after . 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.