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From Pathfinder Society Scenario #4-15: In Glorious Battle, which isn't enabled.

Smokesight Wight Captain

CREATURE 10

Variant wight commander

When the beloved leader of a military unit is raised as a wight, sometimes the spirits of their comrades return with them, creating a gestalt being of impeccable tactical acumen.


Wights are undead beings of spite who primarily stalk places related to death.


Perception +19; darkvision
Languages Common, Necril; tongues
Skills Athletics +21, Intimidation +22, Warfare Lore +22
Str +6, Dex +3, Con +4, Int +5, Wis +3, Cha +3
+23 to Initiative
Smoke Vision

The wight captain ignores the Concealed condition from smoke.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.


AC 29 ((31 with shield raised)); Fort +21, Ref +16, Will +18
HP 180, void healing; Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Attack of Opportunity

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Final Spite (auditory, divine)
Trigger The wight captain is reduced to 0 Hit Points

Effect The wight captain blows a battered war horn before being destroyed. The unnerving blast summons reinforcements, raising 1d4 corpses in a 200-foot emanation as Wights.
Shield Block

Trigger The monster has its shield raised and takes damage from a physical attack.

Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.

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 Longsword +24 (magical, versatile p), Damage 2d8+11 slashing plus Drain Life
Melee Claw +23 (agile, unarmed), Damage 2d8+11 slashing plus Drain Life
Divine Innate Spells DC 26, attack +18; Constant (5th) Tongues
Coordinated Strike

The wight captain flanks with an ally as long as the target is within both their reaches, even if commander and ally aren't on opposite sides.

Drain Life (divine)

When the wight captain damages a living creature using an unarmed attack or their bound weapon, they gain 10 temporary Hit Points, and the creature must succeed at a DC 26 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.

Effect: Drain Life

Spawn Wight Soldier (divine)

A living humanoid killed by a wight captain's weapon or claw Strike rises as a stalker wight after 1d4 rounds. This spawn is under the command of the wight commander that killed them. They don't have drain life or spawn stalker wight and are Clumsy 2 for as long as they're a wight spawn. If the creator of the stalker wight spawn dies, the wight spawn becomes a fully autonomous stalker wight; they regain their free will, gain drain life and spawn stalker wight, and are no longer clumsy.

Tactical Direction (auditory)

Each wight ally in a 30-foot emanation gains the Attack of Opportunity reaction until the end of their next turn.

Pathfinder Society Scenario #4-15: In Glorious BattleOGL