Wight Spell Sniper

Wight Spell Sniper

Creature 7

Variant

Perception +18; darkvision

Languages Common, Necril, Orcish

Skills

+13, +12, +14, +16, +16

Str +2, Dex +5, Con +2, Int +2, Wis +5, Cha +1

Items

(30 arrows), , TV,

AC 25; Fort +13, Ref +17, Will +15

HP 115, void healing; Immunities

effects, , , ,

Speed 25 feet

Melee claw +16 (

), Damage 1d8+8 slashing plus life drain

Ranged composite shortbow +18 (

d10, , range increment 60 feet), Damage 2d6+7 piercing plus drain life

Divine Innate Spells DC 24; 4th

; 2nd harm, ,

Drain Life (

) When the wight sniper damages a living creature using an unarmed attack or ranged weapon, the sniper gains 2d6 temporary Hit Points, and the creature must succeed at a DC 22 Fortitude save or become drained 1. Further damage dealt by the wight sniper’s attacks increase the value of the condition by 1 on a failed save, to a maximum of drained 4.

Drain the Prey (divine) Trigger The wight spell sniper kills a living creature; Effect The wight spell sniper breathes in the essence of the slain creature, making it easier to sense and hunt similar prey. The wight chooses one of the creature’s traits (excluding rarity or size). Until the wight uses this ability again, it gains a +2 circumstance bonus to

checks to creatures with that trait and a +2 circumstance bonus to Survival checks to creatures with that trait. The saving throw DCs of the wight’s spells and abilities increase by 1 against creatures with the same trait.