Dust Wight (CR 7)

Medium Undead (Earth)
Alignment: Always chaotic evil
Initiative: -1 (Dex); Senses: darkvision 60 ft., Spot +11, and listen +11
Languages: Terran


AC: 20 (-1 Dex, +11 natural), touch 9, flat-footed 20
Hit Dice: 16d12 plus 16 (120 hp); DR: 5/adamantine
Fort +7, Ref +4, Will +10
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +8; Grapple +13
Attack: Slam +10 melee
Full Attack: 2 slams +10 melee
Damage: Slam 2d6+8/19-20 (includes adjustments for Power Attack feat.)
Special Attacks/Actions: Crumbling touch, petrifying cloud
Abilities: Str 21, Dex 8, Con -, Int 8, Wis 11, Cha 11
Special Qualities: elemental turning vulnerability, undead traits
Feats: Great Fortitude; Improved Critical (slam); Improved Natural Attack (slam); Improved Sunder; Improved Toughness; Power Attack
Skills: Hide +11, Move Silently +11, Search +10, Spot +11, and listen +11
Advancement: 17-18 HD (Large); 19-24 HD (Huge)
Climate/Terrain: Any
Organization: Solitary or gang (2-5)
Treasure/Possessions: None

Source: Monster Manual III

Crumbling Touch (Su): A dust wight's slam attack, in addition to dealing damage, weakens objects crafted of metal or stone. Each time a creature is struck by a slam attack from a dust wight, any metal or stone armor worn by the target takes 2d8+10 points of damage (Fortitude DC 23 half). If this attack destroys the armor, the dust wight gains 5 temporary hit points (which last for a maximum of 1 hour). The save DC is Strength-based.

The dust wight's slam attack deals double normal damage against creatures or objects crafted of metal or stone, such as a shield guardian or stone golem.

Petrifying Cloud (Su): A dust wight is surrounded by a cloud of dusty particles. Any living creature that comes within 5 feet of a dust wight must succeed on a DC 18 Fortitude save or become petrified one round later. During the intervening round, the petrification can be halted by stone shape or move earth. A creature who saves successfully against the petrifying cloud can't be affected again by that dust wight's petrifying cloud for 24 hours. The save DC is Charisma-based.

Elemental Turning Vulnerability (Ex): A character who can turn undead and also turn earth creatures gains a +2 bonus on turning checks to turn a dust wight. A character who can rebuke undead and also rebuke earth creatures gains a +2 bonus on turning checks to rebuke a dust wight.

A dust wight enters combat with its stonelike fists flying, seeking to affect as many foes as possible with its petrifying cloud. If it petrifies a foe, it turns its attacks on that target, battering the stony victim into rubble. A dust wight normally attacks using its Power Attack feat, taking a -3 penalty on its attack rolls and gaining a +3 bonus on damage rolls.

Dust wights are hateful creatures formed by a conjunction of elemental earth and negative energy. They seek to tear down and destroy all creations of stone and metal, and if they have to kill living creatures to do that, so much the better.

A dust wight looks like a gaunt, human-sized earth elemental with forever-crumbling features. Despite its worn appearance, it weighs about 400 pounds.

Earth Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.