WINTER WIGHT
	Medium Size Undead (Cold)
	Hit Dice: 16d12 (104 hp)
	Initiative: +5 (+1 Dex, +4 Improved Initiative)
	Speed: 30 ft.
	AC: 24 (+1 Dex, +13 natural)
	Attacks: 2 claws +16
 	Damage: Claws 1d4+8 and 1d6 cold
	Face/Reach: 5 ft. by 5 ft./5 ft.
	Special Attacks: Constitution burn
	Special Qualities: Undead, immunities, SR 21
	Saves: Fort +5, Ref +6, Will +11
	Abilities: Str 26, Dex 12, Con –, Int 11, Wis 13, Cha 15
	Skills:  Climb +12, Hide +20, Listen +9, Move Silently 
 	+28, Search +7, Spot +9
 	Feats: Alertness, Blind-Fight, Combat Reflexes, Improved  
 	Initiative
 	                                                                                                       
	Climate/Terrain: any land and underground
	Organization: Solitary
	Challenge Level: 12
	Treasure: None
	Alignment: Always chaotic evil
	Advancement: 17-32 HD (Medium-size)

Winter wights are the undead combinations of wights and fire shadows.  They are intelligent, evil, and obey their commands with a joy of killing unseen in other undead.  
	A winter wights appearance is that of a skeleton incased in a thick layer of ice with a pale blue nimbus flame surrounding its skull.  It has long icy fingers with razor tipped nails. Its wild and twisted nature delights in burning away the soul of its victims.  
	Winter wights lurk in the most dark and unholy of catacombs, as well as other places thick with the aura of death.  This nurtures their power and feeds their vileness. 

COMBAT
Winter wights delight in burning living creatures souls away.  It attacks with fury and malevolence seeking to kill as many as possible.  It will often go out of its way to make sure everyone feels the power of its cold blackfire.  They will only flee if they are unable to affect their targets.  
 	Blackfire (Su):  The winter wights most foul power is that of its blackfire.  This causes the victims soul to catch on fire burning away its Constitution.  On any successful attack roll a d20 is rolled.  If the result is 10 or less, the victims soul catches on fire and they lose 1d2 Constitution.  Each round their after a d20 is rolled, if the result is 10 or less, they lose another 1d2 Constitution.  If, at any time they roll 11 or above for three consecutive rounds the blackfire has burned out.  They only other way to put blackfire out is by some large (8 dice or greater) magical energy attack (fireball, lightning bolt, etc.).  If any living creature comes within two feet of a creature on fire from blackfire, they must check to see if they catch on fire as if hit by a winter wight.  If the persons Constitution score reaches zero as a result of the blackfire they are forever dead.  Not even a wish or miracle can bring them back.  There bodies look like a burnt corpse and cannot be revived.  If they live they are permitted to recover lost Constitution each day with a Fortitude (DC 20). 
	Negative plane protection spells work normally but are expended when the person would catch fire.  It does not protect someone already on fire.
	Cold Subtype (Ex):  Cold immunity, double damage from fire except on successful save.
Undead:  Immune to mind influencing effects, poison, sleep, paralysis, stunning, and disease.  Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
	Immunities (Ex):  Winter wights have cold immunity.  Because they lack flesh or internal organs, they take half damage from all physical attacks.
 	Skills:  Winter wights receive a +8 racial bonus to Move Silently checks similar to their wight cousins.