Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Variant wight
Ability
Attack of Opportunity [Reaction]
Ability
Death Stench
2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to any creature's death stench for 1 minute.
Ability
Drain Life
(divine, necromancy) When the Raptor Guard wight damages a living creature with a melee Strike, the wight gains 13 temporary Hit Points and the target creature must succeed at a DC 32 Fortitude save or become drained 1. Further damage dealt by the wight increases the drained condition by 1 on a failed save, to a maximum of drained 4.
Ability
Hungry Spear
(divine, necromancy) The Raptor Guard wight's ranged spear Strikes apply drain life, but the wight doesn't gain any temporary Hit Points if the attack hits.
Ability
Terror Master
As long as the Raptor Guard wears its dinosaur-skull helm, its Strikes deal an additional 1d10 negative damage, or an additional 2d10 damage to frightened creatures.
Ability
Wight Spawn
(divine, necromancy) A living humanoid slain by a Raptor Guard wight's melee Strike rises as a wight after 1d4 rounds. This wight spawn is under the command of the Raptor Guard that killed it. It doesn't have the drain life or wight spawn abilities and is clumsy 2. 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.
Offense
Melee
Circumstance: combat round (melee)
spear +27 [+22/+17] (magical), Damage 2d6+14 piercing plus drain life and terror master
Offense
Ranged
Circumstance: combat round (ranged)
spear +24 [+19/+14] (magical, range increment 20 feet), Damage 2d6+14 piercing plus terror master and hungry spear
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
unconscious
Item
+1 resilient bone armor (as hide armor)
+1 striking spear
greater demon mask in the form of a dinosaur-skull helm
Language
Draconic
Necril
Undercommon
Perception
darkvision