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PFS StandardWight Commander

When the beloved leader of a military unit is raised as a wight, sometimes the spirits of their comrades return with them, creating a gestalt being of impeccable tactical acumen.

Recall Knowledge - Undead (Religion): DC 35
Unspecific Lore: DC 33
Specific Lore: DC 30

Elite | Normal | Weak
Proficiency without Level

Wight CommanderCreature 12

Legacy Content

Rare LE Medium Undead Wight 
Source Book of the Dead pg. 169
Perception +22; (+26 when rolling initiative) darkvision
Languages Common, Necril; tongues
Skills Athletics +24, Intimidation +25, Warfare Lore +25
Str +6, Dex +3, Con +4, Int +5, Wis +3, Cha +3
Items +1 striking longsword, standard-grade adamantine shield (Hardness 10, HP 40, BT 20), full plate
AC 32 (34 with shield raised); Fort +24, Ref +19, Will +21
HP 220 (negative healing); Immunities death effects, disease, paralyzed, poison, unconscious
Attack of Opportunity [reaction] Final Spite [reaction] (auditory, divine, necromancy) Trigger The wight commander is reduced to 0 Hit Points; Effect The wight commander blows a battered war horn before being destroyed. The unnerving blast summons reinforcements, raising 1d4 corpses in a 200-foot emanation as wights.Shield Block [reaction]
Speed 25 feet
Melee [one-action] longsword +27 [+22/+17] (magical, versatile P), Damage 2d8+14 slashing plus drain lifeMelee [one-action] claw +26 [+22/+18] (agile), Damage 2d8+14 slashing plus drain lifeDivine Innate Spells DC 29; Constant (5th) tongues
Coordinated Strike The wight commander flanks with an ally as long as the target is within both their reaches, even if commander and ally aren't on opposite sides.Drain Life (divine, necromancy) When the wight commander damages a living creature using an unarmed attack or their bound weapon, they gain 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 commander'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 Wight Soldier (divine, necromancy) A living humanoid killed by a wight commander's weapon or claw Strike rises as a different wight spawn of the commander's level or lower (most often a hunter wight spawn or prowler wight spawn) after 1d4 rounds. This wight spawn is under the command of the wight commander that killed them. They don't have drain life or spawn wight and are clumsy 2 for as long as they're a wight spawn. If the creator of the wight spawn dies, the wight spawn becomes a fully autonomous wight; they regain their free will, gain drain life and spawn wight, and are no longer clumsy.Tactical Direction [two-actions] (auditory) Each wight ally in a 30-foot emanation gains the Attack of Opportunity reaction until the end of their next turn.

All Monsters in "Wight"

NameLevel
Cairn Wight4
Hunter Wight7
Prowler Wight9
Wight3
Wight Commander12

Wight

Source Bestiary pg. 332
Wights are undead humanoids that, much like wraiths, can drain the life from living creatures with but a touch. They arise as a result of necromantic rituals, especially violent deaths, or the sheer malevolent will of the deceased.

As many types of wights exist as types of people from which they might be created. Hulking brutes, skittering sneaks, and cunning tinkers all make for different wights with different niches to fill. Environment, too, plays a part in determining a wight's special abilities and defenses. Frost wights, for instances, can be found in the parts of the world where exposure is a common end. Regardless, wights typically haunt burial grounds, catacombs, or other places of the dead. But their hunger is targeted toward the living—those individuals who remind them of the shackles of mortality and whom they feel compelled to “free” to the state of undeath.

A single wight can wreak a lot of havoc if it is compelled to rise from its tomb. Because creatures slain by wights become wights as well, all it takes is a single wight and a handful of unlucky graveyard visitors to create a veritable horde of these undead. Thus, canny priests and adventurers know that the best solution to a wight problem is swift and total eradication. Care must be taken, though, to destroy wight spawn before attempting to destroy the parent wight, for spawn without a master gain the ability to create spawn of their own.

Durable and sustained as they are by negative energy, wights can last in harsh environments without decaying the way some lesser undead do. They might dwell in high mountain passes, sealed passageways, or submerged in bogs or lakes for decades or even centuries before the passage of an unsuspecting traveler rouses them from their rest.

Sidebar - Geb Wights And Weaponry

For the rank-and-file wight, only the scrape of blackened fingernails steals the essence of life. Many stronger wights bind to armaments, either through the ritual that raised them or a sentimental attachment to a weapon they wielded. Not only are these weapons more versatile, but deploying them can surprise foes accustomed to the limits of average wights.