Smokesight Wight Captain
CREATURE 10Variant 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.
The wight captain ignores the Concealed condition from smoke.
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.
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.
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.
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
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.
Each wight ally in a 30-foot emanation gains the Attack of Opportunity reaction until the end of their next turn.