Cairn Wight

The flesh of this walking corpse is rotting and putrid, its body skeletal in places and its eye sockets glowing with red light.
 

Cairn Wight (CR 4)

Medium Undead
Alignment: Lawful Evil
Initiative: +1
Senses: Darkvision 60 feet; Perception +13
  Speed: 30 feet
Space: 5 feet
 

Defense

Armor Class: 20, touch 13, flat-footed 17 (+3 armor, +3 Dex, +4 natural)
Hit Points: 34 (4d8+16)
Saving Throws: Fort +5, Ref +4, Will +7
undead traits
Weaknesses: resurrection vulnerability
 

Offense

Melee: longsword +6 (1d8+3 plus Energy Drain) or slam +6 (1d4+3 plus Energy Drain)
Reach: 5 feet
  Special Attacks: create spawn, Energy Drain (1 level, DC 16)
 

Statistics

StrDexConIntWisCha
16 (+3) 16 (+3) - 15 (+2) 17 (+3) 19 (+4)
Base Attack Bonus: +3
CMB +6
CMD 19
  Feats: Blind-Fight, Skill Focus (Perception)
  Skills: Climb +10, Intimidate +11, Knowledge (religion) +9, Perception +13, Sense Motive +10, Stealth +17 Languages: Common
  Special Qualities: create spawn

 

Special Abilities

Create Spawn (Su)

Any humanoid creature that is slain by a cairn wight becomes a ordinary wight itself in only 1d4 rounds. Spawn are under the command of the cairn wight that created them and remain enslaved until its death, at which point they become full-fledged and free-willed cairn wights. They do not possess any of the abilities they had in life.

Resurrection Vulnerability (Su)A

raise dead or similar spell cast on a cairn wight destroys it (Will negates). Using the spell in this way does not require a material component.
 

Ecology

Environment: Any
Organization: solitary, pair, gang (3-6), or pack (7-12)
Treasure: standard

  Some societies deliberately create these specialized wights to serve as guardians for barrows or other burial sites.
  A cairn wight is an advanced wight that fights with a weapon, typically a sword, that channels its energy drain attack and affects creatures damaged by the weapon as if they had been struck by the wight's slam attack.

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