Weary
CREATURE -1While the method of creating the weary is a well-kept secret of hryngar worshippers of Droskar, there's nothing preventing other unholy spellcasters from transforming those who have worked themselves into an early grave into these pitiful, unsettling monsters. The weary don't understand that they've died, only that they're overwhelmed with a deep, aching exhaustion that fills them with a wretched hatred. Content to lie in a slowly rotting heap until they sense the approach of living creatures, when the weary lurch into activity it is with cries of pain and hopelessness. These undead creatures appear as rotting corpses who creep and crawl about on all fours, bodies too worn out to properly hold themselves fully upright.
Unlike zombies, which the weary are sometimes mistaken for, these undead retain their minds and memories of the final several agonizing weeks that led up to their deaths. They can rarely remember farther back than these final weeks and almost never remember their own names. While they're capable of communication, they typically have nothing more to say then to moan and agonize over their pain, and to beg those they attack to end their suffering even as they do their best to chew and gnaw at the living meat that vexes them so.
A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Until the next time they act, the weary appears to be an unanimated corpse. They have an automatic result of 22 on Deception checks and DCs to pass as a corpse.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is Frightened 1.
Critical Failure The creature takes double damage and is Frightened 2.
When a living creature is bitten by a weary, the undead infects the living flesh with the exhaustion of the grave. The creature bitten must attempt a DC 16 Fortitude save or become Enfeebled 1 for 1 round (Enfeebled 2 for 1 round on a critical failure).
A weary gains a +2 circumstance bonus on melee attack rolls against a target who has been struck earlier in that round by a different weary.