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PFS StandardProwler Wight

Often found lurking in the dark, prowler wights wield subterfuge as their greatest weapon. They frequently feign death in old sewers, graveyards, and mausoleums, waiting for hapless victims to pass by before striking.

Recall Knowledge - Undead (Religion): DC 28
Unspecific Lore: DC 26
Specific Lore: DC 23

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 Prowler WightCreature 10

Legacy Content

Uncommon LE Medium Undead Wight 
Source Book of the Dead pg. 168
Perception +20; darkvision
Languages Common, Necril
Skills Acrobatics +20, Deception +20 (+22 to Feint), Stealth +22
Str +4, Dex +5, Con +2, Int +1, Wis +3, Cha +3
Items +1 striking dagger, leather armor
AC 30; Fort +19, Ref +22, Will +18
HP 175 (negative healing); Immunities death effects, disease, paralyzed, poison, unconscious
Final Spite [reaction] Trigger The prowler wight is reduced to 0 Hit Points; Effect The prowler wight makes a Strike before being destroyed. They don't gain any temporary HP from drain life on this Strike.
Speed 25 feet
Melee [one-action] dagger +23 [+19/+15] (agile, finesse, magical, versatile S), Damage 2d4+2+7 piercing plus drain lifeMelee [one-action] claw +22 [+18/+14] (agile, finesse), Damage 1d8+2+7 slashing plus drain lifeDrain Life (divine, necromancy) When the prowler wight damages a living creature using an unarmed attack or their bound weapon, they gain 9 temporary Hit Points, and the creature must succeed at a DC 27 Fortitude save or become drained 1. Further damage dealt by the prowler 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.Feign Death [one-action] (concentrate) The prowler wight quenches the telltale red glow in their eye sockets, falls prone, and lies completely still. Until the next time they act, the prowler wight appears to be an ordinary corpse. They have an automatic result of 38 on Deception checks and DCs to pass as an ordinary corpse.Sneak Attack The prowler wight deals an additional 2d6 precision damage to flat-footed creatures.Spawn Prowler Wight (divine, necromancy) A living humanoid killed by a prowler wight's weapon or claw Strike rises as a prowler wight spawn after 1d4 rounds. This spawn is under the command of the prowler wight that killed them. They don't have drain life or spawn prowler wight and are clumsy 2 for as long as they're a prowler wight spawn. If the creator of the prowler wight spawn dies, the prowler wight spawn becomes a fully autonomous prowler wight; they regain their free will, gain drain life and spawn prowler wight, and are no longer clumsy.

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.