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 UndeadAlignment: 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
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
16 (+3) | 16 (+3) | - | 15 (+2) | 17 (+3) | 19 (+4) |
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
- Racial Modifiers: +8 Stealth
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: AnyOrganization: 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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