All Creatures
Abilities | Monsters | NPCs


The Lonely Warrior

This creature did not include a description.

Recall Knowledge - Undead (Religion): DC 32
Unspecific Lore: DC 30
Specific Lore: DC 27

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak The Lonely WarriorCreature 5

Legacy Content

Unique LE Medium Undead Wight 
Source Kingmaker Adventure Path pg. 135
Variant cairn wight
Perception +14; darkvision
Languages Common, Hallit, Necril
Skills Athletics +13, Intimidation +12, Stealth +11
Str +6, Dex +2, Con +6, Int +2, Wis +4, Cha +3
Items broken +1 cold iron flaming bastard sword, chain mail, wooden shield (Hardness 3, HP 12, BT 6)
AC 21 (12 with shield raised); Fort +13, Ref +11, Will +12
HP 86 (negative healing); Immunities death effects, disease, paralyze, poison, unconscious
Final Spite [reaction] 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 Hit Points from its drain life on this Strike.
Speed 25 feet
Melee [one-action] bastard sword +16 [+11/+6], Damage 1d8-2+7 slashing plus drain lifeCairn Wight Spawn (divine, necromancy) A living humanoid slain by the Lonely Warrior's weapon or claw Strike rises as a spawned wight after 1d4 rounds. 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 (divine, necromancy) When the Lonely Warrior damages a living creature with a melee Strike, using an unarmed attack or its bound weapon, it gains 5 temporary Hit Points, and the creature must succeed at a DC 19 Fortitude save or become drained 1. Further damage dealt by it increases the drained condition value by 1 on a failed save, to a maximum of drained 4.Lonely Dirge [two-actions] (auditory, divine, emotion, fear, mental, necromancy) The Lonely Warrior's funeral dirge is somewhat different from the standard cairn wight dirge: its droning, unnerving chant forces living creatures within 50 feet to attempt a DC 22 Will save. The Lonely Warrior can't chant a new Lonely Dirge for 1d4 rounds.
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 Failure The target is stupefied 1 for 24 hours and takes a –2 status penalty to saves against drain life.