The Barrow King (Conspirator) CR 9
AC 27, touch 14, flat-footed 24 (+7 armor, +1 deflection, +3 Dex, +6 natural)
hp 94 (10 HD; 5d8+5d10+45)
Fort +10, Ref +6, Will +12; +1 vs. fear
Defensive Abilities bravery +1; Immune undead traits
Weaknesses resurrection vulnerability
Speed 30 ft.
Melee +1 greatsword +17/+12 (2d6+13/19–20 plus energy drain) or 2 slams +14 (1d4+6 plus energy drain)
Ranged mwk throwing axe +12/+7 (1d6+6)
Special Attacks weapon Training (heavy blades +1), energy drain (1 level, DC 16)
Morale The Barrow King fights until destroyed. If, however, the PCs lay the island’s dead to rest (such as by destroying the haunt), the Barrow King halts combat and thanks them, offering his blessing and the Bard’s Heart in gratitude.
Str 23, Dex 16, Con —, Int 15, Wis 18, Cha 19
Base Atk +8; CMB +14; CMD 28
Feats Cleave, Improved Initiative, Power Attack, Skill Focus (Perception), Step Up, Vital Strike, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Skills Appraise +9, Climb +12, Craft (stonemasonry) +8, Intimidate +14, Knowledge (nobility) +12, Knowledge (religion) +7, Perception +18, Sense Motive +14, Stealth +11
Languages Common, Necril, +1 additional
SQ armor training 1, create spawn
Combat Gear potion of water walk, elixirs of fire breath (2); Other Gear +1 brass dragonhide breastplate, +1 greatsword, masterwork throwing axe, ring of protection +1, cloak of resistance +1, 92 gp.
Any humanoid creature that is slain by a cairn wight becomes a ordinary wight itself in only 1d4 rounds. Spawn are under the command of the cairn wight that created them and remain enslaved until its death, at which point they become full-fledged and free-willed cairn wights. They do not possess any of the abilities they had in life.
A raise dead or similar spell cast on a cairn wight destroys it (Will negates). Using the spell in this way does not require a material component.
Section 15: Copyright Notice – Pathfinder Module: The Harrowing