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Elite Smokesight Hunter WightCreature 8


UncommonMediumEvilLawfulUndeadUnholyWight
Source Pathfinder Society Scenario #4-15: In Glorious Battle
Perception +18 (darkvision)
Languages Common, Necril
Skills Athletics +16, Crafting +16, Intimidation +14, Stealth +19
Str +3, Dex +4, Con +2, Int +1, Wis +3, Cha +2

AC 26; Fort +15; Reflex +19; Will +16;
HP 132 (void healing)
Speed 25 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious

Claw One Action +18 (+14, +10) to hit (agile, unarmed) 1d8+11 Slashing
Composite Longbow One Action +20 (+15, +10) to hit (deadly d10, propulsive, volley 30) 1d8+9 Piercing

Smoke Vision

The hunter wight ignores the Concealed condition from smoke.

Final Snare Reaction

Trigger The hunter wight is reduced to 0 Hit Points


Effect The hunter wight has rigged their own body with a snare, which they trigger before being destroyed. Slivers of bone launch at an adjacent creature, dealing (4d8+4) piercing damage (DC 27 reflex).

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Drain Life (divine)

When the hunter wight damages a living creature using an unarmed attack or their bound weapon, they gain 8 temporary Hit Points, and the creature must succeed at a DC 24 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 Hunter Wight (divine)

A living humanoid killed by a hunter wight's weapon or claw Strike rises as a hunter wight spawn after 1d4 rounds. This spawn is under the command of the hunter wight that killed them. They don't have drain life or spawn hunter wight and are Clumsy 2 for as long as they're a hunter wight spawn. If the creator of the hunter wight spawn dies, the hunter wight spawn becomes a fully autonomous hunter wight; they regain their free will, gain drain life and spawn hunter wight, and are no longer clumsy


Dangers deep in the wilderness claim the life some lone scout or hunter. When they arise as wights, they renew their hunt with equal vigor, but all the living are now their prey. Hunter wights prefer to seek strategic ground, frequently taking residence atop hills or within abandoned watchtowers and keeps.


Wights are undead beings of spite who primarily stalk places related to death.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.

Wight

A wight is an undead creature that drains life and stands vigil over a burial site.