Aspect of Vecna (CR 10)
Alignment: Always neutral evil
Initiative: +3 (Dex); Senses: darkvision 60 ft., Listen +21, and Spot +21
Languages: Abyssal, Common, Draconic, and Infernal
AC: 22 (+3 Dex, +5 natural, +4 deflection), touch 17, flat-footed 19
Hit Dice: 10d11 (65 hp); DR: 5/epic
Fort +3, Ref +6, Will +13
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +8
Attack: +1 ghost touch dagger +9 melee
Full Attack: +1 ghost touch dagger +9 melee
Damage: +1 ghost touch dagger 1d4+4/19-20
Special Attacks/Actions: Magic missile
Abilities: Str 17, Dex 16, Con -, Int 28, Wis 23, Cha 18
Special Qualities: SR 21, undead traits
Feats: Alertness; Blind-fight; Combat Casting; Spell Penetration
Skills: +10 following tracks on other planes, +8 on other planes), Appraise +22, Concentration +17 (casting defensively +21), Craft (alchemy) +22, Decipher Script +22, Diplomacy +6, Knowledge (arcana) +22, Knowledge (history) +22, Knowledge (religion) +22, Knowledge (the planes) +22, Listen +21, Search +22, Sense Motive +19, Spellcraft +24, Spot +21, and Survival +6 (+8 following tracks
Magic Missile (Sp): At will, an aspect of Vecna can use an empowered magic missile effect, as the spell (caster level 10th). An aspect's Concentration modifier is high enough that it can cast defensively with no chance of failure.
An aspect of Vecna strikes vulnerable targets with its magic missile, using its dagger only as a last resort.
An aspect of Vecna's manifests the god's destructive mastery over magic.
An aspect of Vecna speaks Abyssal, Common, Draconic, and Infernal.