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Wight Cultist

This creature did not include a description.

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

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Wight CultistCreature 13

Legacy Content

Rare NE Medium Undead 
Source Pathfinder #154: Siege of the Dinosaurs pg. 34
Variant wight
Perception +24; darkvision
Languages Common
Skills Athletics +27, Intimidation +26, Occultism +19, Stealth +24
Str +7, Dex +4, Con +6, Int -1, Wis +6, Cha +4
Items platinum religious symbol of Bokrug worth 150 gp, +1 striking ranseur
AC 34; Fort +26, Ref +22, Will +24
HP 255 (negative healing); Immunities death effects, disease, paralyzed, poison, unconscious
Dreadful Spite [reaction] Trigger The wight cultist is reduced to 0 Hit Points; Effect The wight makes a Strike before being destroyed. It doesn't gain any temporary HP from drain life on this Strike. A creature hit by this Strike is also doomed 1 for 1 minute.
Speed 25 feet
Melee [one-action] ranseur +28 [+23/+18] (disarm, magical, reach), Damage 2d10+2+13 piercing plus drain lifeMelee [one-action] claw +27 [+22/+17], Damage 3d6+2+13 bludgeoning plus drain lifeDivine Innate Spells DC 31 (+4 dmg); 6th crushing despair; 5th confusion, downpour; 3rd paralyze (at will); Cantrips (6th) daze, shield
Drain Life (divine, necromancy) 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 31 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, necromancy) 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