# Time Wight
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >slam: 1d4 (×2)
> >Melee/Ranged: +7/+5
> >Secondary: +2/+0
> >Multiattack: +5/+3
> >M/R_PA: +7/+5
> >2nd/PA: +2/+0
> >MA_PA: +5/+3
> >Itterative: 1
> > xDmg:: Str: +4; Str2: +6; StrOH: +2; StrPA: +4; StrPA2H: +6; StrPAOH: +2
> > xDCs:: Str: 16; Dex: 14; Con: 12; Int: 12; Wis: 13; Cha: 15
> > xFeat:: 2/3 (1)
> >
> >
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Time Wight</div>
<div class="CR">CR 4 (1,200 XP)</div>
<div class="SOU">Web</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
LE Medium Undead
**Init** +6
**Senses** darkvision 60 ft.; **Perception** +9
#### defense
**AC** 15, 12 touch, 13 flat-footed (+2 Dex, +3 natural)
**hp** 35 (5d8+15)
**Fort** +4, **Refl** +3, **Will** +5
**Feint** 19, **Demoralize** 16
#### offense
**Speed** 30 ft.
**Melee** slam +7 (1d6+6 plus 1d4 con drain)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** constitution drain, create spawn, undead traits, unnatural aura
**Spell-Like Abilities** (CL 5th; Concentration +8)
> **3/day**— haste, slow
#### statistics
**Str** 18, **Dex** 14, **Con** —, **Int** 11, **Wis** 13, **Cha** 16
**BAB** +3, **CMB** +7, **CMD** 19, **TA** +7, **RTA** +5
**Feats** [[Blind-fight]], [[Improved Initiative]]
**Skills** Acrobatics +7, Perception +9, Sense Motive +9, Stealth +10
**Languages**
#### special abilities
### Constitution Drain (Su)
Creatures hit by the time wight's slam attack must succeed at a DC 15 Fortitude save or take 1d4 points of Constitution drain. On each successful attack, the wight gains 5 temporary hit points. The save DC is Charisma-based.
### 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. A time wight can have a number of enslaved spawn equal to twice its own Hit Die; any spawn it creates that would exceed this limit become free-willed undead. Time wights do not possess any of the abilities they had in life.
### 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 (Su)
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.