This creature appears as a rotting humanoid with leathery, gray skin drawn tight over its frame. Its eyes glow crimson. The creature’s clothes appear as rotting and tattered rags.
|Barrow Wight||CR 4|
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 37 (5d8+10) plus 5
Fort +4, Ref +2, Will +5
Defensive Abilities channel resistance +2; Immune undead traits
Weaknesses resurrection vulnerability
A barrow wight attempts to use its gaze attack on the closest creature to it when it is first encountered. Creatures not affected by its gaze are pummeled with its fists.
Str 14, Dex 12, Con –, Int 11, Wis 13, Cha 15
Base Atk +3; CMB +5; CMD 16
Feats Blind-Fight, Skill Focus (Perception), Toughness
Skills Intimidate +11, Knowledge (religion) +8, Perception +12, Stealth +17; Racial Modifiers +8 Stealth
SQ create spawn
Any humanoid creature that is slain by a barrow wight becomes a barrow wight itself in only 1d4 rounds. Spawn so created are less powerful than typical barrow wights, and suffer a -2 penalty on all d20 rolls and checks, as well as -2 hp per HD. Spawn are under the command of the barrow wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and freewilled barrow wights. They do not possess any of the abilities they had in life.
Anyone with 30 feet that meets a barrow wight’s gaze is affected as if by an insanity spell. A successful DC 14 Will save negates the effect and renders the target immune to the same barrow wight’s insanity gaze for 24 hours. The save DC is Charisma-based.
Organization solitary, gang (2-5), or pack (6-11)
Barrow wights are undead creatures akin to normal wights, but they are always found in or near barrows, usually guarding the treasure contained therein. They hate living creatures and attempt to destroy anyone who invades their resting place.
A barrow wight is a twisted, insane creature standing about 6 feet tall.