Smokesight Deadeye WightCreature 9
Source Pathfinder Society Scenario #4-15: In Glorious Battle
Perception +19 (darkvision)
Languages Common, Necril
Skills Athletics +17, Crafting +17, Intimidation +15, Stealth +20
Str +3, Dex +4, Con +2, Int +1, Wis +3, Cha +2
AC 27; Fort +16; Reflex +20; Will +17;
HP 152 (void healing)
Speed 25 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Claw
+19 (+15, +11) to hit (agile, unarmed) 1d8+12 SlashingComposite Longbow
+21 (+16, +11) to hit (deadly d10, propulsive, volley 30) 1d8+10 PiercingSmoke Vision
The deadeye wight ignores the Concealed condition from smoke.
Final Snare
Trigger The deadeye wight is reduced to 0 Hit Points
Effect The deadeye 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 piercing damage (DC 25 reflex).
Void HealingA 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 deadeye wight damages a living creature using an unarmed attack or their bound weapon, they gain 9 temporary Hit Points, and the creature must succeed at a DC 25 fortitude save or become Drained 1. Further damage dealt by the deadeye 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 Deadeye Wight (divine)A living humanoid killed by a deadeye wight's weapon or claw Strike rises as a deadeye wight spawn after 1d4 rounds. This spawn is under the command of the deadeye wight that killed them. They don't have drain life or spawn deadeye wight and are Clumsy 2 for as long as they're a deadeye wight spawn. If the creator of the deadeye wight spawn dies, the deadeye wight spawn becomes a fully autonomous deadeye wight; they regain their free will, gain drain life and spawn deadeye 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
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.
UndeadOnce 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.
UnholyEffects 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.
WightA wight is an undead creature that drains life and stands vigil over a burial site.