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Cairn Wight (G4)Creature 4


UncommonLEMediumUndeadWight
Source Pathfinder #175: Broken Tusk Moon
Perception +11 (darkvision)
Languages Common, Necril
Skills Athletics +12, Intimidation +11, Religion +9, Stealth +12
Str +4, Dex +2, Con +4, Int +1, Wis +3, Cha +3

AC 20; Fort +12; Reflex +10; Will +11;
HP 67 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious

Club One Action +14 (+9, +4) to hit 1d6+7 Bludgeoning
Claw One Action +14 (+10, +6) to hit (agile) 1d6+7 Slashing
Club One Action +12 (+7, +2) to hit (thrown 10) 1d6+4 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Final Spite Reaction

Trigger The cairn 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.

Cairn Wight Spawn (divine, necromancy)

A living humanoid slain by a cairn wight's weapon or claw Strike rises as a spawned wight after 1d4 rounds. This spawned wight is under the command of the cairn wight that killed it. 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, necromancy)

When the cairn 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.

Funereal Dirge Two Actions (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.

Success The 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.


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 a mortal strong enough to spontaneously transform them into a cairn wight without a dark ritual or the intercession of a powerful divine being. On those occasions, however, the resultant wight exhibits unmatched viciousness and likely owns rare treasure indeed.

As guardians of material possessions, cairn wights are supernaturally bound to the armaments they wore during the ritual used to create them. They can spread their necromantic powers into the weapons they wield. A slash from a cairn wight's sword channels life from the victim into the wight.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.