Lavawight (CR 23)

Medium Undead (Fire)
Alignment: Chaotic evil
Initiative: +12 (+8 Dex, +4 Improved Initiative); Senses: Darkvision 60 ft., Listen +41, and Spot +41
Languages: Common and Infernal


AC: 46 (+8 Dex, +28 natural) touch 18, flat-footed 38
Hit Dice: 32d12 (208 hp); DR: 10/-
Fort +12, Ref +18, Will +24
Speed: 60 ft.
Space: 5 ft./5 ft.
Base Attack +16; Grapple +37
Attack: Claw +40 melee
Full Attack: 2 claws +40 melee, 1 skull butt +32 melee
Damage: Claws 3d8+21/19-20 (+1d6 on critical hit) plus blazefire, skull butt 2d6+10 plus blazefire
Special Attacks/Actions: Rend 6d8+31, blazefire, spell-like abilities
Abilities: Str 52, Dex 27, Con -, Int 10, Wis 22, Cha 28
Special Qualities: Undead traits, fire subtype, heat aura, SR 34, fiery hardness
Feats: Cleave, Great Cleave, Great Fortitude, Improved Critical (claw), Improved Initiative, Power Attack, Weapon Focus (claw); Epic Feats: Blinding Speed (x2), Epic Weapon Focus (claw), Overwhelming Critical (claw)
Skills: Jump +33, Knowledge (religion) +33, Listen +41, Search +35, and Spot +41
Advancement: 33-42 HD (Medium-size); 43-55 HD (Huge)
Climate/Terrain: Any
Organization: Solitary or pair
Treasure: Standard

Source: Epic Level Handbook

Combat

Rend (Ex): If the lavawight hits with both of its claws it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 6d8+31 points of damage.

Blazefire (Su): Living creatures taking damage from a lavawight's attack find themselves ignited with blazefire; white-hot, lambent flames cascade over their bodies, and they must succeed at a Fortitude save (DC 35) or permanently lose 4 hit points. The opponent may continue to save every round for the next 6 rounds (7 rounds total) to avoid being permanently drained of 4 more hit points each round. The lavawight heals the same amount of damage whenever a creature is drained of hit points, gaining any excess as temporary points. If an opponent is slain by blazefire, only blackened ash remains of the victim.

Hit points lost to the blazefire never heal naturally and cannot be magically restored - they are gone for good.

Spell-Like Abilities: At will - dimension door, flame arrow, spell immunity (sleet storm), fireball, wall of fire. Caster level 22nd; save DC 19 + spell level.

Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Cannot be raised; resurrection works only if creature is willing.

Heat Aura (Su): A 10-foot-radius spread heat aura surrounds a lavawight. All creatures of the fire subtype in the (including the lavawight) are treated having turn resistance +6 (if undead) and fast healing 10. Creatures subject to damage take 2d10 points of fire damage each round they remain the heat aura.

Fire Subtype: Fire immunity, double damage from cold except on a successful save.

Fiery Hardness (Ex): The lavawight's molten skin provides it with damage reduction of 10/-. The wight's standard damage reduction does not stack, but overlaps with this fiery hardness damage reduction. However, even when its standard damage reduction does not apply, the 10/- does.

Fire Subtype

A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.