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
Dark Channel (Sp): Once every other round, a vilewight can channel the negative energy infusing it into a line of cold, black energy 5 feet wide and 30 feet long. Everyone in the area takes 8d8 points of damage (Reflex DC 18 half).
Disease (Ex): Any creature hit by the vilewight's intestinal tendrils must succeed at a Fortitude save (DC 16) or contract life blindness. The incubation period is 1 days, and the disease causes the victim to be unable to see living creatures (see Disease).
Energy Drain (Su): Any living creature hit by any of a vilewights natural attacks attack gains two negative levels. For each negative level bestowed, the vilewight heals 5 points of damage. If the amount of healing is more than the damage it has taken, it gains any excess as temporary hit points. If the negative level has not been removed (with a spell such as restoration) before 24 hours have passed, the afflicted opponent must succeed at a Fortitude save (DC 18) to remove it. Failure means the opponent's level (or Hit Dice) is reduced by one.
Improved Grab (Ex): If a vilewight hits a Medium-size or smaller opponent with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +10). If it hits with a claw, it automatically hits with its tendril bites in the next round. The vilewight has the option to conduct the grapple normally, or simply use its claw to simply hold the opponent (-20 penalty on grapple check, but the vilewight is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw and tendril bites damage.
Create Spawn (Su): Any humanoid slain by a vilewight becomes a wight in 1d4 rounds. Such wights are under the command of the vilewight that created them and remain enslaved until its destruction. They do not possess any of the abilities they had in life.
Skills: A vilewight receives a +8 racial bonus on Move Silently checks.
A vilewight relies on its dark channel spell-like ability, resorting to melee only when it must. If it kills a humanoid that become a spawn, it attempts to retreat until the spawn is fully formed. Then it charges back into the fray with its new ally.
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.