Vilewright (CR 8)
Alignment: Always neutral evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: Listen +16 and Spot +14
AC: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Hit Dice: 12d12 (78 hp)
Fort +4, Ref +6, Will +9
Speed: 30 ft.
Space: 5 ft./5 ft. (10 ft. with tendril bites)
Base Attack +6; Grapple +1
Attack: 2 claws +10 melee and bite +5 melee and tendril bites +5 melee
Full Attack: 2 claws +10 melee and bite +5 melee and tendril bites +5 melee
Damage: Claws 1d6+4, bite 1d8+2, tendril bites 1d6+2 and disease
Special Attacks/Actions: Dark channel, disease, energy drain, improved grab
Abilities: Str 18, Dex 15, Con -, Int 17, Wis 12, Cha 14
Special Qualities: Create spawn, undead traits
Feats: Alertness; Combat Reflexes; Dodge; Combat Expertise; Improved Initiative; Mobility
Skills: Climb +12, Hide +15, Knowledge (arcana) +16, Listen +16, Move Silently +25, and Spot +14
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary, pair, gang (3-7), or mob (3-7 plus 5-10 wights)
Book of Vile Darkness
Vilewights are undead creatures, the remains of those that delved too far and too long into the black arts. They resemble wights - eyes burning with malevolence, teeth like sharp, jagged needles, and leathery, desiccated flesh. The torso of a vilewight tears open when it rises from the dead, exposing dried, rubbery intestines. These guts function as limbs, snaking our of the wound as multiple tendrils. Each tendril ends in a vicious mouth dripping bile.
These undead creatures haunt graveyards and necropolises, but they also can be found in ancient libraries and in hidden cellars beneath wizards' guilds.
Vilewights retain none of the abilities they had in life.