Time Wight (CR 4)
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)
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.