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
Items longsword, studded leather armor
AC 20; Fort +12, Ref +10, Will +11
HP 67; negative healing; Immunities death effects, disease, paralyze, poison, unconscious
Final Spite 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.
Speed 25 feet
Melee longsword +14 (versatile P), Damage 1d8+7 slashing plus drain life
Melee claw +14 (agile), Damage 1d6+7 slashing plus drain life
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 (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.