Wight CultistCreature 12
Source Pathfinder #154: Siege of the Dinosaurs
Perception +22 (darkvision)
Languages Common
Skills Athletics +25, Intimidation +24, Occultism +17, Stealth +22
Str +7, Dex +4, Con +6, Int -1, Wis +6, Cha +4
AC 32; Fort +24; Reflex +20; Will +22;
HP 235 (void healing)
Speed 25 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Ranseur
+26 (+21, +16) to hit (disarm, magical, reach) 2d10+13 PiercingClaw
+25 (+20, +15) to hit (unarmed) 3d6+13 BludgeoningDreadful 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 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 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 (divine)A living humanoid slain by a wight's claw or ranseur Strike rises as a wight after 1d4 rounds. 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.
Divine Innate Spells (DC 29, +19 to hit)
Cantrips (6th Level): Daze, Shield
3rd Level: Paralyze (At Will)
4th Level: Confusion, Downpour
5th Level: Crushing Despair
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
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.