Time Wight (CR 4)

Medium Undead
Alignment: Always lawful evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +9, and Spot +9


AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Hit Dice: 5d12 (32 hp)
Fort +1, Ref +3, Will +5
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple -3
Attack: Slam +6 melee
Full Attack: Slam +6 melee
Damage: 1d6+6 slam plus 1d4 Constitution drain
Special Attacks/Actions: Constitution drain, create spawn, spell-like abilities, summon time wight
Abilities: Str 18, Dex 14, Con -, Int 11, Wis 13, Cha 16
Special Qualities: +2 turn resistance, undead traits, unnatural aura
Feats: Blind-fight; Improved Initiative
Skills: Hide +10, Jump +5, Listen +9, Move Silently +10, Search +8, and Spot +9
Advancement: 6-10 HD (Medium-size)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, gang (3-6), or pack (7-12)
Treasure/Possessions: None

Source: Web

Constitution Drain (Su): Any creature hit by the time wight's slam attack must succeed on a Fortitude save (DC 15) or take 1d4 points of Constitution drain.

Create Spawn (Su): Any humanoid reduced to 0 Constitution by a time wight becomes a time wight in 1d4 rounds. Spawn are under the command of the time wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Spell-Like Abilities (Su): 3/day - haste, slow. Caster level 5th; save DC 13 + spell level.

Summon Time Wight (Su): Once per day, a time wight can attempt to summon another of its kind with a 35% chance of success. This new time wight is plucked from somewhere else in the timestream; it may, in fact, be a temporal copy of the summoning time wight itself. The summoned time wight returns to its place in the timestream after 1 hour. A time wight that has just been summoned may not use its own summon ability for 1 hour.

Turn Resistance: A time wight is treated as a 7-HD undead for the purpose of resolving turn, rebuke, command, or bolster attempts.

Undead Traits (Ex): A time wight is immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-influencing effects, and any effect requiring a Fortitude save unless it also works on objects. It is not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals it, and it is not at risk of death from massive damage, though it is destroyed at 0 hit points or below. A time wight cannot be raised, and resurrection works only if it is willing.

Unnatural Aura (Sp): The temporal disturbance created by the time wight unsettles wild and domesticated animals. The aura is a 30-foot radius emanation centered on the time wight. Any animal with fewer Hit Dice than the time wight will not willingly enter the aura, and it panics if forced to do so. The panic effect lasts as long as the animal remains in the aura and for 1d4 rounds afterward. Panic from the aura is a mind-affecting feat effect.

A time wight hates all living things, especially those with long or magically extended lifespans. It uses its spell-like abilities to its best advantage, trying to gain multiple attacks against a single target in order to maximize the effect of its Constitution drain attack.

The time wight is a terrible undead creature with power over the fabric of time. Time wights appear much as the humanoid creatures they were in life, but with pale skin and glowing eyes.

They wear tattered clothing from the era in which they lived, which may include the distant future.

Author: Ramon Arjona