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Raptor Guard

This creature did not include a description.

Recall Knowledge - Undead (Religion): DC 36
Unspecific Lore: DC 34
Specific Lore: DC 31

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 Raptor GuardCreature 14

Legacy Content

Rare NE Medium Undead 
Source Pathfinder #155: Lord of the Black Sands pg. 32
Variant wight
Perception +24; darkvision
Languages Draconic, Necril, Undercommon
Skills Acrobatics +26, Athletics +29, Intimidation +29, Stealth +26, Survival +24
Str +8, Dex +5, Con +3, Int +0, Wis +3, Cha +4
Items +1 striking spear, greater demon mask in the form of a dinosaur-skull helm, +1 resilient bone armor (as hide armor)
AC 36; Fort +28, Ref +25, Will +23
HP 260 (negative healing); Immunities death effects, disease, paralyzed, poison, unconscious
Death Stench (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 34 Fortitude save. On a failure, the creature is sickened 2 and doomed 1 for as long as it is sickened; on a critical failure, the creature is instead doomed 2 for as long as it is sickened. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to any creature's death stench for 1 minute.Attack of Opportunity [reaction]
Speed 25 feet
Melee [one-action] spear +29 [+24/+19] (magical), Damage 2d6+2+14 piercing plus drain life and terror masterMelee [one-action] claw +28 [+24/+20] (agile), Damage 3d6+2+14 slashing plus drain life and terror masterMelee [one-action] jaws +28 [+23/+18], Damage 3d8+2+14 piercing plus drain life and terror masterRanged [one-action] spear +26 [+21/+16] (magical, range increment 20 feet), Damage 2d6+2+14 piercing plus terror master and hungry spearDrain Life (divine, necromancy) When the Raptor Guard wight damages a living creature with a melee Strike, the wight gains 13 temporary Hit Points and the target creature must succeed at a DC 34 Fortitude save or become drained 1. Further damage dealt by the wight increases the drained condition by 1 on a failed save, to a maximum of drained 4.Hungry Spear (divine, necromancy) The Raptor Guard wight's ranged spear Strikes apply drain life, but the wight doesn't gain any temporary Hit Points if the attack hits.Terror Master As long as the Raptor Guard wears its dinosaur-skull helm, its Strikes deal an additional 1d10 negative damage, or an additional 2d10 damage to frightened creatures.Wight Spawn (divine, necromancy) A living humanoid slain by a Raptor Guard wight's melee Strike rises as a wight after 1d4 rounds. This wight spawn is under the command of the Raptor Guard that killed it. It doesn't have the drain life or wight spawn abilities and is clumsy 2. If the creator of the wight spawn dies, the wight spawn becomes a full-fledged, autonomous wight; it regains its free will, gains the drain life and wight spawn abilities, and is no longer clumsy.