Remove these ads. Join the Worldbuilders Guild
Feisev Warden Wight - Undead 4 4
UNCOMMONBLACKMEDIUMUNDEADWIGHT

Zealous guardians of Forgotten Homesteads, and land grants intended to cull the untamed Vrur Steppe, warden wights were bound in a necromantic vow to defend the Vrur Margave from lawless invaders. Thier vows are recorded in Necril etchings on their Gaffs that served as symbols of their office. Particularly proud and ambitious royals and landowners sought out officers to transform into warden wights to guard their lands for all time.   As guardians of the margrave, warden wights are supernaturally bound to the armaments they wore during the administration of their vow. They can spread their necromantic powers into the weapons they wield. A strike from a warden wight's gaff channels life from the victim into the wight.   Recall Knowledge - Khababar : DC 21
Perception Expert , Darkvision
Languages Common, Necril
Skills Athletics Expert , Intimidation Expert , Religion Expert , Stealth Expert

STR +4 , DEX +2 , CON +4 , INT +1 , WIS +3 , CHA +3

Items Wight's Gaff, studded leather armor
AC 20
Saving Throws Fort +12, Ref +10, Will +11
HP67 - Immunities death effects, disease, paralyzed, poison, unconscious
Speed 25 ft
Melee Wight's Gaff +14 +9 / +4 (Trip, versatile P), Damage slashing plus drain life claw +14 +10 / +6 (agile), Damage slashing plus drain life  
Special Abilities
  • Final Spite Trigger The warden 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.
  • Wight Spawn (divine, necromancy) A living humanoid slain by a the wight's gaff or claw strike rises as a spawned wight after 1d4 rounds. This spawned wight is under the command of the wight that killed it. It doesn't have drain life or 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 wight; it regains its free will, gains drain life and wight spawn, and is no longer clumsy.
  • Drain Life (divine, necromancy) When the warden 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.
Spells
  • Funereal Dirge(auditory, divine, emotion, fear, mental, necromancy) The cairn wight chants a low, haunting melody. Living creatures within 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 SuccessThe 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.
  • Cairn Wight Dirges
    Unlike a typical wight, cairn wights have an unusual affinity for music. The lyrics of their dirges often contain a valuable bit of knowledge or long-lost lore, possibly the greatest treasure a cairn wight guards. There are even brave souls who seek out the creatures to listen to their songs in hopes of finding profit from the dry, rasping words.

    Created by

    JMTyranny.

    System

    Pathfinder 2e

    Statblock Type

    Monster / NPC

    Link/Embed