pf2e.fyi
From Pathfinder Society Scenario #1-20: The Lost Legend, which isn't enabled.

Cairn Wight (PFS 1-20)

CREATURE 3
Perception +10; darkvision
Languages Common, Necril
Skills Athletics +11, Intimidation +9, Stealth +6
Str +4, Dex +1, Con +4, Int +0, Wis +3, Cha +2

AC 18; Fort +11, Ref +6, Will +10
HP 50, void healing; Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Final Spite
Trigger The wight 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.
Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.


Speed 25 feet
Melee Bastard Sword +12, Damage 1d12+4 slashing plus Drain Life
Melee Claw +12 (agile, unarmed), Damage 1d4+4 slashing plus Drain Life
Drain Life (divine)

When the wight damages a living creature with its claw Strike, the wight gains 3 temporary Hit Points and the creature must succeed at a DC 17 Fortitude save or become Drained 1. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of drained 4.

Effect: Drain Life

Wight Spawn (divine)

A living humanoid slain by a wight's claw 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 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.

Pathfinder Society Scenario #1-20: The Lost LegendOGL