Zovvut (CR 9)
AC: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Hit Dice: 10d8+20 (65 hp); DR: 10/good
Fort +9, Ref +8, Will +10
Speed: 30 ft., fly 50 ft. (average)
Space: 5 ft./5 ft.
Base Attack +10; Grapple +5
Attack: 2 claws +13 melee
Full Attack: 2 claws +13 melee
Damage: Claw 1d12+3
Special Attacks/Actions: Draining gaze, spell-like abilities
Abilities: Str 17, Dex 13, Con 15, Int 14, Wis 16, Cha 14
Special Qualities: Create spawn, outsider traits, SR 20
Feats: Alertness; Dodge; Mobility; Spring Attack
Skills: Bluff +15, Concentration +15, Diplomacy +12, Hide +14, Intimidate +11, Listen +18, Move Silently +14, Sense Motive +16, Spellcraft +15, and Spot +18
Advancement: 11-16 HD (Medium-size)
Climate/Terrain: Any land and underground
Organization: Solitary or squad (1 plus 2-4 wights)
Monster Manual II
Draining Gaze (Su): Any living creature within 30 feet of a zovvut that meets its glowing red eyes must succeed at a Will saving throw (DC 17) or gain one negative level. For each negative level bestowed, the zovvut heals 5 points of damage. If the amount of healing is more than the damage the creature 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 17) to remove it. Failure means the opponent's level (or HD) is reduced by one.
Spell-Like Abilities: At will - clairaudience/clairvoyance, darkness, desecrate, detect good, detect thoughts, doom, suggestion, teleport without error (self plus 50 pounds of objects only). Caster level 12th; save DC 12 + spell level.
Create Spawn (Su): Any humanoid slain by the zovvut's gaze attack (negative levels equal to current Hit Dice, or drained below 1st level) becomes a wight in 1d4 rounds. This creature is under the command of the zovvut that killed it, and it remains enslaved until either it or the zovvut dies. A spawn does not possess any of the abilities it had in life.
Outsider Traits: A demon has darkvision (60-foot range). It cannot be raised or resurrected.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).