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Hunter Wight

Creature 7 (uncommon) — undead, unholy, wight

Pre-Remaster content. May include legacy alignment.

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.

Source: book-of-the-dead-bestiary (Pre-Remaster)

Perception +16
Skills athletics +14, crafting +14, intimidation +12, stealth +17
Str
+3
Dex
+4
Con
+2
Int
+1
Wis
+3
Cha
+2
AC 24 Fort +13 Ref +17 Will +14
HP 112
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 25 feet

Offense

Melee Claw +16, Damage 1d8+9 slashing
Ranged Composite Longbow +18, Damage 1d8+7 piercing

Abilities

Final Snare
Void Healing — Negative Healing
Drain Life (divine) — When the hunter wight damages a living creature using an unarmed attack or their bound weapon, they gain 7 temporary Hit Points, and the creature must succeed at a DC 22 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.
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

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