Actions/Abilities/Traits: (Pathfinder 2e)
Ability
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.
Ability
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.
Ability
Final Spite [Reaction]
Circumstance: Trigger: The cairn wight is reduced to 0 Hit Points;
The cairn wight makes a Strike before being destroyed. It doesn't gain any temporary HP from drain life on this Strike.
Ability
Funereal Dirge
2 status penalty to saving throws against drain life.
Offense
Melee
Circumstance: combat round (melee)
longsword +14 [+9/+4] (versatile P), Damage 1d8+7 slashing plus drain life
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Trait
Wight
A wight is an undead creature that drains life and stands vigil over its burial site.
Immunity
death effects
disease
paralyzed
poison
unconscious
Item
longsword
studded leather armor
Language
Common
Necril
Perception
darkvision