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Cairn Wight

Creature 4 (uncommon) — undead, unholy, wight

Pre-Remaster content. May include legacy alignment.

CrasherWeaverLANDundeadunholy

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

Source: pathfinder-bestiary-2 (Pre-Remaster)

Perception +11; darkvision
Languages common, necril
Skills athletics +12, intimidation +11, religion +9, stealth +12
Str
+4
Dex
+2
Con
+4
Int
+1
Wis
+3
Cha
+3
Items Longsword, Studded Leather Armor
AC 20 Fort +12 Ref +10 Will +11
HP 67 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 25 feet

Offense

Melee Longsword (versatile-p) +14, Damage 1d8+7 slashing plus Drain Life
Melee Claw (agile, unarmed) +14, Damage 1d6+7 slashing plus Drain Life

Abilities

Final Spite
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.
Cairn Wight Spawn (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 Life (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.
Funereal Dirge (auditory, divine, emotion, fear, mental) — The cairn wight chants a low, haunting melody. Living creatures within 50-foot emanation{50 feet} 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.

WORKS WELL WITH

AnvilLANDA durable land-bound frontline holds the enemy's attention so this bruiser can keep landing melee Strikes and refreshing its life-drain temporary Hit Points.
SnareLANDA controller that pins a PC in melee guarantees this creature's Strikes connect, feeding its Drain Life sustain.
SniperLANDRanged pressure from a partner forces the party to split attention between a distant threat and this melee brawler.

PUNISHES

✖ melee reliance✖ clumping✖ low Will
Avoid stacking with another slow land-bound melee bruiser; both compete for the same frontline space and neither adds a new threat axis.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Bestiary 2.

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