The Lonely Warrior

Level 6
Creature· evilUniqueMediumLegacy
AC
23
HP
106
Speed
25 ft.
Perception
+14
Fort
+15
Ref
+13
Will
+14
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Languages common, hallit, necril
Senses darkvision
Skills athletics +15, intimidation +14, stealth +13
Recall Knowledge DC 32 (religion)

Attacks

Melee Bastard Sword +18 (magical), Damage 1d8+7 slashing

Abilities

Final Spite

Trigger The Lonely Warrior is reduced to 0 Hit Points


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

Void Healing
Cairn Wight Spawn

A living humanoid slain by the Lonely Warrior's weapon or claw Strike rises as a Spawned Wight after . This spawned wight is under the command of the Lonely Warrior. 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

When The Lonely Warrior damages a living creature with a melee Strike, using an unarmed attack or its bound weapon, The Lonely Warrior gains 5 temporary Hit Points and the creature must succeed at a DC 21 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.

Effect: Drain Life

Lonely Dirge◆◆

The Lonely Warrior's funeral dirge is somewhat different from the standard cairn wight dirge: its droning, unnerving chant forces living creatures within 50-foot area to attempt a DC 24 will save. The Lonely Warrior can't chant a new Lonely Dirge for .


Critical Success The target is unaffected.

Success The target is Stupefied 1 by gnawing pangs of loneliness until the end of its next turn.

Failure The target is stupefied 1 for 1 hour.

Critical Failu

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.