Wight Scientist Creature 3

Recall Knowledge - Undead (Religion): DC 18
Unspecific Lore: DC 16
Specific Lore: DC 13

Elite | Normal | Weak

Wight Scientist Creature 3

Perception +12 (darkvision)
Languages Eoxian, Necril
Skills Acrobatics +7, Computers +10, Intimidation +9, Lore +9, Religion +10
Str +2 Dex +2 Con +2 Int +2 Wis +2 Cha +0
Items commercial armored lab coat,tactical needler pistol with 6 projectiles
Grave Weapon The wight scientist is bound to a needler pistol it used in life.

AC 19
Fort +6
Ref +9
Will +12
HP 45, corrupting blood, void healing
Immunities death effects, disease, paralyze, poison, unconscious
Corrupting Influence Any time a living creature loses Hit Points due to Corrupting Blood, the wight scientist gains 3 temporary Hit Points.
Reciprocal Strike [reaction] Trigger The wight scientist is reduced to 0 Hit Points; Effect The wight scientist makes a melee or ranged Strike before being destroyed. Corrupting Influence does not apply to this Strike.

Speed 25 feet
Melee [one-action] claw +10 (agile), Damage 2d4+3 slashing
Ranged [one-action] tactical needler pistol +13 (analoginjectionrange increment 30 feet), Damage 1d4+3 piercing
Corrupting Blood (curseinjurypoisonvoid) The wight scientist's unarmed attacks and bound weapons inflict a curse that makes a creature grow weak and corrupted by gruesome impulses. Saving Throw DC 18 Fortitude; Maximum Duration 5 rounds; Stage 1 1d4 void damage and sickened 1 (1 round); Stage 2 1d6 void damage and sickened 2 (1 round); Stage 3 1d8 void damage, sickened 3, and confused (1 round)