Dune Runner Wight
Medium natural humanoid (undead), elf
Level 12 Skirmisher XP 700

HP 124; Bloodied 62Initiative +14
AC 26, Fortitude 24, Reflex 25, Will 23Perception+11
Speed 7 (earth walk)Darkvision
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant


Skirmish (necrotic)

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.

Standard Actions

Claw At-Will

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.

Minor Actions

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.