Black and gray crystal covers the winged biped who soars around you. With a few flaps to at first steady itself, it makes a dive in your direction.– Manly Man
Cie’th, Wight (CR 2)
XP 600
NE Medium Outsider (Cie’th, Native)
Init +3; Senses Darkvision 60 ft.; Perception +7
DEFENSE
AC 19, touch 14, flat-footed 15 (+3 dex, +5 natural, +1 dodge)
hp 26 (3d10+9)
Fort +5, Ref +6, Will +1
DR 5/adamantine or crystal; Immune mind-affecting; SR 13
OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee Slam +4 (1d4+1), 2 wings -1 (1d4+1)
STATISTICS
Str 12, Dex 16, Con 14, Int 2, Wis 12, Cha 11
Base Atk +3; CMB +5; CMD 15
Feats Dodge, Toughness
Skills Fly +13, Perception +7
Languages Common (cannot speak)
SQ Uncanny Dodge
SPECIAL ABILITIES
Uncanny Dodge (Ex)
A wight can react to danger before its sense would normally allow it to do so. It cannot be caught flat-footed, nor does it lose its Dexterity bonus to AC if the attacker is invisible. It still loses its Dexterity bonus to AC if immobilized. A wight can still lose its Dexterity bonus to AC if an opponent successfully uses the feint action against it.
ECOLOGY
Environment any
Organization solitary, pair, gang (3-5), flock (6-12), unkindness (13+)
Treasure none
Light and nimble, wights present themselves as rather annoying foes, for despite their lack of strength, they have a certain notoriety for being hard to hit, even with spells. Only on occasion are they found in numbers less than three, although such a thing is not unheard of. They prefer to stay out of reach until an opportunity to attack arises, usually having many bum-rush a single target.
Wights are 5 ½ feet tall and weigh about 95 pounds.