Wight Spell Sniper

Level 7
Creature· undeadUncommonMediumRemaster
AC
25
HP
115
Speed
25 ft.
Perception
+18
Fort
+13
Ref
+17
Will
+15
Immunities death-effects, disease, paralyzed, poison, unconscious, bleed
Languages common, necril, orcish
Senses darkvision
Skills stealth +16, survival +16, religion +14, athletics +13, intimidation +12
Recall Knowledge DC 25 (religion)

Attacks

Melee Claw +16 (agile, unarmed), Damage 1d8+8 slashing
Melee Composite Shortbow +18 (deadly-d10, magical, propulsive, reload 0 ft.), Damage 2d6+7 piercing

Abilities

Grave Weaponinteraction

The wight is bound to a dagger it was buried with. Other wights can be bound to different weapons.

Void Healing
Drain Life

When the wight sniper damages a living creature using an unarmed attack or ranged weapon, the sniper gains 2d6 temporary Hit Points, and the creature must succeed at a DC 22 fortitude save or become Drained 1. Further damage dealt by the wight sniper's attacks increase the value of the drained condition by 1 on a failed save, to a maximum of drained 4.

Effect: Drain Life (Wight Spell Sniper)

Drain the Prey

Trigger The wight spell sniper kills a living creature


Effect The wight spell sniper breathes in the essence of the slain creature, making it easier to sense and hunt similar prey. The wight chooses one of the creature's traits (excluding rarity or size). Until the wight uses this ability again, it gains a +2 circumstance bonus to Perception checks to Seek creatures with that trait and a +2 circumstance bonus to Survival checks to Track creatures with that trait. The saving throw DCs of th

Wights are intelligent undead spawned through inescapable cycles of spite. This spite might come from their own malevolent will in life, or can be instilled by necromantic rituals, typically involving the desecration of burial sites. Wights usually haunt burial grounds, catacombs, or other places of the dead. Their hunger is targeted toward the living—those whose pumping hearts and ruddy warmth inspire visceral hatred.

As many types of wights exist as types of people from which they might be created. Hulking brutes, skittering sneaks, and cunning tinkers all make for different wights with different niches to fill. The environment, too, plays a part in determining a wight's special abilities and defenses. Frost wights, for instance, can be found in parts of the world where exposure is a common end and the resentment of being left alone in the wild is a common source of spite. Durable and sustained by void energy, wights can last in harsh environments without decaying the way some lesser undead do.

A single wight can wreak significant havoc if it is compelled to rise from its tomb. Because creatures slain under a wight's curse can become wights as well, all it takes is a single wight and a handful of unlucky graveyard visitors to create a veritable horde of these undead. Thus, canny priests and adventurers know that the best solution to a wight problem is swift and total eradication. Care must be taken, though, to destroy wight spawn before attempting to destroy the parent wight, for spawn without a master gain the ability to create spawn of their own.