Frost Wight

The pale flesh of this walking corpse is rotting and putrid, its body skeletal in places, ice and frost cling to its hair, and its eye sockets glow with blue-white light.
 

Frost Wight (CR 4)

Medium Undead (Cold)
Alignment: Lawful Evil
Initiative: +1
Senses: Darkvision 60 feet; Perception +11
  Speed: 30 feet
Space: 5 feet
 

Defense

Armor Class: 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
Hit Points: 26 (4d8+8)
Saving Throws: Fort +3, Ref +2, Will +5
undead traits
Weaknesses: resurrection vulnerability
 

Offense

Melee: slam +4 (1d4+1 plus 1d6 cold plus Energy Drain)
Reach: 5 feet
  Special Attacks: create spawn, Energy Drain (1 level, DC 14)
 

Statistics

StrDexConIntWisCha
12 (+1) 12 (+1) - 11 (+0) 13 (+1) 15 (+2)
Base Attack Bonus: +3
CMB +4
CMD 15
  Feats: Blind-Fight, Skill Focus (Perception)
  Skills: Intimidate +9, Knowledge (religion) +7, Perception +11, Stealth +16 Languages: Common
  Special Qualities: create spawn, cold

 

Special Abilities

Cold (Su)

A creature touching a frost wight with natural weapons or unarmed strikes takes 1d6 cold damage.

Create Spawn(Su)

Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a -2 penalty on all d20 rolls and checks, as well as -2 hp per HD. Spawn are under the command of the wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights. They do not possess any of the abilities they had in life.

Resurrection Vulnerability (Su)

A raise dead or similar spell cast on a wight destroys it (Will negates). Using the spell in this way does not require a material component.
 

Ecology

Environment: Any
Organization: solitary, pair, gang (3-6), or pack (7-12)
Treasure: standard

  Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior.
  They are barely recognizable to those who knew them in life; their flesh is twisted by evil and undeath, the eyes burn with hatred, and the teeth become beast-like. In some ways, a wight bridges the gap between a ghoul and a spectre-a warped animated corpse whose touch steals living energy.