Wight Cultist
Creature 12 (rare) — undead, unholy
Pre-Remaster content. May include legacy alignment.
Source: extinction-curse-bestiary (Pre-Remaster)
Perception +22
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
Ref +20
Will +22
HP 235
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 25 feet
Offense
Melee Ranseur +26, Damage 2d10+13 piercing
Melee Claw +25, Damage 3d6+13 bludgeoning
Abilities
Dreadful Spite —
Void Healing — Negative Healing
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.
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.
Spells
Crushing Despair (rank 5)
Confusion (rank 4)
Downpour (rank 4)
Paralyze (At Will) (rank 3)
Daze (rank 1)
Shield (rank 1)
Run Wight Cultist in the encounter builder — free, no install.
Open in PathfinderGM →