Slaughter Wight (CR 8)
Alignment: Always chaotic evil
Initiative: +9 (+5 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +15, and Spot +19
AC: 19 (+5 Dex, +4 natural), touch 15, flat-footed 14
Hit Dice: 18d12+18 (135 hp)
Fort +6, Ref +11, Will +11
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +9; Grapple +16
Attack: Slam +11 melee
Full Attack: Slam +11 melee
Damage: Slam 1d8+15/17-20 plus energy drain
Special Attacks/Actions: Create spawn, energy drain
Abilities: Str 24, Dex 21, Con -, Int 11, Wis 10, Cha 16
Special Qualities: Augmented critical, inescapable craving, undead traits, vicious slammer
Feats: Daunting Presence; Death Master; Eviscerator; Improved Critical; Improved Initiative; Improved Toughness; Power Attack
Skills: Climb +17, Hide +22, Listen +15, Move Silently +22, Spot +19, and Swim +13
Advancement: 15-21 HD (Medium); 22-28 HD (Large)
Organization: Solitary, gang (2-4), or death squad (5-10)
A slender, wiry corpse moves toward you, supernatural agility obvious in its motions. Its leathery, desiccated flesh ripples across its body, tolerant of the creature's quick movements despite being lifeless parchment.
Slaughter wights are undead that have been specially touched by dark gods, endowing them with a vicious hatred of life that goes beyond that of simple walking dead. A slaughter wight's appearance is an exaggerated and horrifying effigy of the form it had in life.
Though sometimes found lurking in barrows, more often slaughter wights skulk through the nighttime streets of large cities seeking to fulfill an order or contract on a living human target. After all, slaughter wights make exceptional assassins.
A slaughter wight is about the height and weight of a human.
Slaughter wights speak Common.