Dune Runner Wight
Medium natural humanoid (undead), elf
Level 12 Skirmisher XP 700
|HP 124; Bloodied 62||Initiative +14|
|AC 26, Fortitude 24, Reflex 25, Will 23||Perception+11|
|Speed 7 (earth walk)||Darkvision|
|Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant|
When the dune runner ends a move at least 4 squares from the square where it started the move, it deals 1d8 extra necrotic damage until the start of its next turn.
Attack: Melee 1 (one creature); +17 vs. AC
Hit: 2d8 + 11 damage.
Mobile Melee Attack At-Will
Effect: The dune runner moves its speed and uses claw once at any point during that movement. The dune runner doesn’t provoke opportunity attacks when moving away from the target of its attack.
Running Curse (charm, psychic) At-Will 1/round
Attack: Ranged 5 (one creature); +15 vs. Will
Hit: The target must move at least 4 squares on its turn, or it takes 1d10 psychic damage (save ends).
Skills Athletics +12, Endurance +16
Str 12 (+7) Dex 22 (+12) Wis 8 (+5)
Con 20 (+11) Int 10 (+6) Cha 18 (+10)
Alignment Evil Languages Common
Published in Dark Sun Creature Catalog, page(s) 99.