🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Ragewight (5-6)Creature 6


UncommonMediumChaoticEvilUndeadUnholyWight
Source Pathfinder Society Scenario #2-15: A Dirge for Sarkoris
Perception +15 (darkvision)
Languages Common, Necril
Skills Athletics +15, Intimidation +13, Stealth +12
Str +5, Dex +2, Con +5, Int +1, Wis +4, Cha +3

AC 23; Fort +16; Reflex +11; Will +15;
HP 115 (void healing)
Speed 25 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious

Claw One Action +17 (+12, +7) to hit (cold iron, unarmed) 2d6+5 Slashing

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 ragewight damages a living creature with its claw Strike, the ragewight gains 3 temporary Hit Points and the creature must succeed at a DC 21 fortitude save or become Drained 1. Further damage dealt to the creature by the ragewight increases the amount of drain by 1 on a failed save, to a maximum of drained 4.

Effect: Drain Life

Furious Grab Reaction

Trigger A creature uses a move action to leave a square adjacent to the ragewight


Effect The ragewight attempts an Athletics check to Grapple the target.

Rage One Action

The ragewight goes into a frenzy, gaining 10 temporary Hit Points. Its Strikes deal 2 additional damage, and it takes a -1 penalty to AC.

This lasts for 1 minute.

Wight Spawn (divine)

A living humanoid slain by a ragewight's claw Strike rises as a spawned wight after 1d4 rounds. This spawned wight is under the command of the ragewight that killed it. It doesn't have the drain life or wight spawn abilities and is Clumsy 2 for as long as it is a spawned wight. 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.



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.