The Lonely Warrior
Creature 6 (unique) — undead, unholy, wight
Pre-Remaster content. May include legacy alignment.
AnvilSnareLANDundeadwightunholy
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; darkvision
Languages common, hallit, necril
Skills athletics +15, intimidation +14, stealth +13
Str
+6
Dex
+2
Con
+6
Int
+2
Wis
+4
Cha
+3
Items Broken +1 Cold Iron Flaming Bastard Sword, Wooden Shield, Chain Mail
AC 23 (25 with shield raised)
Fort +15
Ref +13
Will +14
HP 106 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 25 feet
Offense
Melee Bastard Sword (magical) +18, Damage 1d8+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 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.
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.
WORKS WELL WITH
SniperLANDIts lifesteal makes prolonged melee a losing tempo trade, so ranged pressure avoids feeding its sustain.
WeaverLANDThe fear aura already forces Will saves across the party, and a caster can stack further save-based effects while targets are shaken.
CrasherLANDA burst striker can end a fight quickly before slain allies rise as spawned wights and the numbers turn against the party.
PUNISHES
✖ low Will✖ clumping✖ sustained melee engagement
This is built as a singular focus, so pairing with another heavy melee front-liner just splits the spotlight without adding a new tactical problem.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run The Lonely Warrior in the encounter builder — free, no install.
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