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The Lonely Warrior

Creature 6 (unique) — undead, unholy, wight

Pre-Remaster content. May include legacy alignment.

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: kingmaker-bestiary (Pre-Remaster)

Perception +14
Skills athletics +15, intimidation +14, stealth +13
Str
+6
Dex
+2
Con
+6
Int
+2
Wis
+4
Cha
+3
AC 23 Fort +15 Ref +13 Will +14
HP 106
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 25 feet

Offense

Melee Bastard Sword +18, Damage 1d8+7 slashing

Abilities

Final Spite
Void Healing — Negative Healing
Cairn Wight Spawn (divine) — A living humanoid slain by the Lonely Warrior's weapon or claw Strike rises as a Spawned Wight after 1d4 rounds. This spawned wight is under the command of the Lonely Warrior. 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 Lonely Warrior damages a living creature with a melee Strike, using an unarmed attack or its bound weapon, The Lonely Warrior gains 5 temporary Hit Points and the creature must succeed at a DC 21 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.
Lonely Dirge (auditory, divine, emotion, fear, mental) — The Lonely Warrior's funeral dirge is somewhat different from the standard cairn wight dirge: its droning, unnerving chant forces living creatures within 50-foot emanation{50 feet} to attempt a DC 24 Will save. The Lonely Warrior can't chant a new Lonely Dirge for 1d4 rounds. **Critical Success** The target is unaffected. **Success** The target is Stupefied 1 by gnawing pangs of loneliness until the end of its next turn. **Failure** The target is stupefied 1 for 1 hour. **Critical Failure** The target is stupefied 1 for 24 hours and takes a –2 status penalty to saves against drain life.

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