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PFS StandardHunter Wight

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.

Recall Knowledge - Undead (Religion): DC 25
Unspecific Lore: DC 23
Specific Lore: DC 20

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 Hunter WightCreature 8

Legacy Content

Uncommon LE Medium Undead Wight 
Source Book of the Dead pg. 168
Perception +18; darkvision
Languages Common, Necril
Skills Athletics +16, Crafting +16, Intimidation +14, Stealth +19
Str +3, Dex +4, Con +2, Int +1, Wis +3, Cha +2
Items +1 composite longbow, leather armor, snare kit
AC 26; Fort +15, Ref +19, Will +16
HP 132 (negative healing); Immunities death effects, disease, paralyzed, poison, unconscious
Final Snare [reaction] Trigger The hunter wight is reduced to 0 Hit Points; Effect The hunter wight has rigged their own body with a snare, which they trigger before being destroyed. Slivers of bone launch at an adjacent creature, dealing 4d8 piercing damage (DC 27 basic Reflex save).
Speed 25 feet
Melee [one-action] claw +18 [+14/+10] (agile), Damage 1d8+2+9 slashing plus drain lifeRanged [one-action] composite longbow +20 [+15/+10] (deadly d10, propulsive, range increment 100 feet, volley 30 feet), Damage 1d8+2+7 piercing plus drain lifeDrain Life (divine, necromancy) 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 24 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, necromancy) 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.

Sidebar - Additional Lore Bone Arrowheads

A hunter wight snaps bits of their ribs into arrowheads to drain life from a distance. These bones slowly regenerate over time.

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.