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Wight

Creature 3 — undead, unholy, wight

SnareAnvilLANDundeadunholy

Wights are intelligent undead spawned through inescapable cycles of spite. This spite might come from their own malevolent will in life, or can be instilled by necromantic rituals, typically involving the desecration of burial sites. Wights usually haunt burial grounds, catacombs, or other places of the dead. Their hunger is targeted toward the living—those whose pumping hearts and ruddy warmth inspire visceral hatred. As many types of wights exist as types of people from which they might be cr

Source: pathfinder-monster-core

Perception +10; darkvision
Languages common, necril
Skills athletics +10, intimidation +9, stealth +8
Str
+4
Dex
+1
Con
+4
Int
+0
Wis
+3
Cha
+2
Items Dagger
AC 18 Fort +11 Ref +6 Will +10
HP 40 (fueled by spite, void healing)
Immunities death-effects, disease, paralyzed, poison, unconscious, bleed
Speed 25 feet

Offense

Melee Claw (agile, unarmed) +12, Damage 1d4+6 slashing plus Corrupting Spite
Melee Dagger (agile, finesse, versatile-s) +12, Damage 1d4+6 piercing plus Corrupting Spite
Ranged Dagger (agile, thrown-10, versatile-s) +10, Damage 1d4+6 slashing plus Corrupting Spite

Abilities

Grave Weapon (divine) — The wight is bound to a dagger it was buried with. Other wights can be bound to different weapons.
Final Spite
Fueled by Spite — Each time a creature loses Hit Points due to a corrupting spite curse the wight inflicted, the wight gains 3 temporary Hit Points.
Void Healing — A 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.
Corrupting Spite (curse, divine, void) — The wight's unarmed attacks and bound weapons inflict a curse that makes a creature grow weak and spiteful. If a wight inflicts corrupting spite on a creature already afflicted by it, the victim attempts a new save, ignoring the result if it's better than a failure.

A living humanoid that dies while under the curse rises as a wight after 1d4 rounds, controlled by the wight that killed it. The wight spawn can't inflict corrupting spite and is Clumsy 2. If its creator dies or after roughly a month of existence, the new wight becomes autonomous and turns into a normal wight

Saving Throw DC 17 Fortitude;

Stage 1 Drained 1 (1 round)

Stage 2 Drained 2 and doesn't treat any creatures as allies (1 round)

Stage 3 As stage 2, except Drained 3 (1 round)

Stage 4 As stage 2, except Drained 4 (1 round).

WORKS WELL WITH

SniperLANDA ranged ally avoids stacking the curse in melee while this creature grinds down front-liners.
FlankerLANDA mobile striker finishes off targets weakened by the accumulating curse.

PUNISHES

✖ melee reliance✖ low Fortitude
Avoid pairing with another curse-stacking debuffer; redundant status effects cap out quickly.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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