🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Cairn Wight (PFS 1-20)Creature 3


LEMediumUndeadWight
Source Pathfinder Society Scenario #1-20: The Lost Legend
Perception +10 (darkvision)
Languages Common, Necril
Skills Athletics +11, Intimidation +9, Stealth +6
Str +4, Dex +1, Con +4, Int +0, Wis +3, Cha +2

AC 18; Fort +11; Reflex +6; Will +10;
HP 50 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious

Bastard Sword One Action +12 (+7, +2) to hit 1d12+4 Slashing
Claw One Action +12 (+8, +4) to hit (agile) 1d4+4 Slashing

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 wight is reduced to 0 Hit Points.


Effect The wight makes a Strike before being destroyed. It doesn't gain any temporary HP from drain life on this Strike.

Drain Life (divine, necromancy)

When the wight damages a living creature with its claw Strike, the wight gains 3 temporary Hit Points and the creature must succeed at a DC 17 fortitude save or become Drained 1. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of drained 4.

Wight Spawn (divine, necromancy)

A living humanoid slain by a wight's claw Strike rises as a wight after 1d4 rounds.

This wight spawn is under the command of the wight that killed it. It doesn't have Drain Life or and becomes Clumsy 2 for as long as it is a wight spawn. If the creator of the wight spawn dies, the wight spawn becomes a full-fledged, autonomous wight; it regains its free will, gains Drain Life and Wight Spawn, and is no longer clumsy.



Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.