Cairn Wight (G4)

Level 4
Creature· evilUncommonMediumLegacy
AC 20
HP 67 (void healing)
Speed 25 ft.
Fort +12
Ref +10
Will +11
Perc +11
Size Medium
Uncommon
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Languages common, necril
Senses darkvision
Skills athletics +12, stealth +12, intimidation +11, religion +9
Recall Knowledge religion DC 21

Attacks

Melee Club +14/+9/+4
Damage: 1d6+7 bludgeoning
Effect: drain life
Melee Claw +14/+10/+6(agile, unarmed)
Damage: 1d6+7 slashing
Effect: drain life
Melee Club +12/+7/+2(thrown 10 ft.)
Damage: 1d6+4 bludgeoning

Abilities

Final Spitedefensive

Trigger The cairn wight is reduced to 0 Hit Points Effect The cairn wight makes a Strike before being destroyed. It doesn't gain any temporary HP from drain life on this Strike.

Void Healingdefensive

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.

Cairn Wight Spawnoffensive(divine)

A living humanoid slain by a cairn wight's weapon or claw Strike rises as a spawned wight after 1d4 rounds. This spawned wight is under the command of the cairn wight that killed it. It doesn't have drain life or cairn wight spawn and is Clumsy 2 for as long as it is a spawned wight. If its creator dies, the spawned wight becomes a full-fledged, autonomous cairn wight; it regains its free will, gains drain life and cairn wight spawn, and is no longer clumsy.

Drain Lifeoffensive(divine)

When the cairn wight damages a living creature with a melee Strike, using an unarmed attack or its bound weapon, the cairn wight gains 5 temporary Hit Points and the creature must succeed at a DC 18 fortitude save or become Drained 1. Further damage dealt by the cairn wraith increases the drained condition value by 1 on a failed save, to a maximum of drained 4. Effect: Drain Life

Funereal Dirge◆◆offensive(auditory, divine, emotion, fear, mental)

The cairn wight chants a low, haunting melody. Living creatures within 50-foot emanation must attempt a DC 21 will save. The cairn wight can't chant a new Funereal Dirge for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is Frightened 1. Failure The creature is Frightened 2. Critical Failure The creature is Frightened 2 and takes a –2 status penalty to saving throws against drain life. Effect: Funereal Dirge

Description

Jealous guardians of tombs, barrows, and sepulchers, cairn wights usually spawn from necromantic rituals. For those mortals who cannot abide the thought of separation from their earthly possessions, the undead existence offered by transformation into a cairn wight can be tempting. Perhaps as frequently, particularly avaricious and wealthy royalty or merchants seek out victims to transform into cairn wights to guard their precious wealth for all time.

Only in the rarest instances is the greed of a mortal strong enough to spontaneously transform them into a cairn wight without a dark ritual or the intercession of a powerful divine being. On those occasions, however, the resultant wight exhibits unmatched viciousness and likely owns rare treasure indeed.

As guardians of material possessions, cairn wights are supernaturally bound to the armaments they wore during the ritual used to create them. They can spread their necromantic powers into the weapons they wield. A slash from a cairn wight's sword channels life from the victim into the wight.

Traits