This giant humanoid form is a jumble of mismatched limbs, metal shards, glass, and wires. A single red crystal orb glares angrily from the skull embedded in its metallic head.
Iron Wight CR 10
AC 24, touch 10, flat-footed 23 (+1 Dex, +24 natural, –1 size)
hp 127 (15d8+60)
Fort +11, Ref +8, Will +10
Defensive Abilities channel resistance +2; DR 5/adamantine; Immune undead traits
Weaknesses vulnerability to electricity
Speed 30 ft.
Melee 2 slams +18 (2d8+7 plus 2d6 energy [see special abilities])
Space 10 ft.; Reach 10 ft.
Special Attacks cold fury, energized fists
Str 25, Dex 12, Con –, Int 8, Wis 13, Cha 18
Base Atk +11; CMB +19; CMD 30
Feats Awesome Blow, Cleave, Critical Focus, Great Cleave, Great Fortitude, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Skills Perception +19, Stealth +15, Survival +16
Languages Common, +1 other (cannot speak)
Cold Fury (Ex)
Energized Fists (Ex)
An iron wight incorporates parts from the robots it destroys, granting the wight integrated weapon systems that add 2d6 energy damage to its slam attacks. Choose one of the following energy types: acid, cold, electricity, fire, plasma (half electricity, half fire), or sonic.
An iron wight can reform its body from destroyed robots. As a standard action, an iron wight touching the remains of a destroyed robot heals 5d6 points of damage. An iron wight can only use this ability once on the same robot. When using this ability, the iron wight can change the type of energy damage inflicted by its energized fists as it incorporates new parts.
Environment cold to temperate plains
Organization solitary, pair, or band (3-5)
When a raging barbarian dies destroying a robot, sometimes the anger of the barbarian’s spirit is so great that it lives on in undeath as an iron wight, forming a new body from the remains of its foe. An iron wight is typically 10 feet in height and weighs 2,000 pounds.
Their individual forms vary greatly, but all are generally humanoid in shape, and often incorporate pieces of the dead barbarian’s remains, most often the skull, in the new mechanical body.
Iron wights roam wastelands, tracking and destroying their former kin and robots alike until defeated a second time.
Their incomplete understanding of robots means the spirits never fully integrate or understand their host bodies. Iron wights move in a jerky, frenzied fashion. They cannot speak, but incorporated voice modules often allow them to produce electronic howls, keening, and roars when they attack. On rare occasions, an iron wight might utter a single word or phrase without context, their words sometimes cryptic and eerie.
Wayfinder #17. © 2017, Paizo Fans United; Authors: Gabriel Almer, Beth Breitmaier, Dave Breitmaier, Charlie Brooks, Russ Brown, Ben Chason-Sokol, Jeremy Clements, Dixon Cohee, Matt Duval, Robert Feather, Benjamin Fields, Wojciech Grucha?a, Garrett Guillotte, Joe Kondrak, John Laffan, Isabelle Lee, Jeff Lee, Crystal Malarsky, Ben Martin, Jacob McKiernan, Jen McTeague, Jacob W. Michaels, Emily Parks, Rep Pickard, Matt Roth, André Roy, Elliot Smith, Joe Smith, ‘Piratey Steve’ Smith, Neil Spicer, Todd Stewart, John Paul Stoddard, Andrew P. Sturtevant, Margherita Tramontano, Nicholas Wasko, Kerney Williams, and Scott Young.