# Wight, vile
>[!rimg]+
> ![[Placeholder2.png]]
<div class="grid-container"><div class="MON">Vilewight</div>
<div class="CR">CR 8 (4,800 XP)</div>
<div class="SOU">Book of Vile Darkness pg. 183</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
NE Medium Undead
**Init** +6
**Senses** darkvision 60 ft.; **Perception** +20
#### defense
**AC** 18, 12 touch, 16 flat-footed (+2 Dex, +6 natural)
**hp** 72 (12d8+24)
**Fort** +6, **Refl** +6, **Will** +9
**Feint** 30, **Demoralize** 23
**Defensive Abilities** undead traits
#### offense
**Speed** 30 ft.
**Melee** 2 claws +13 (1d6+4 plus grab), bite +13 (1d8+4), tendril bite +11 (1d6+2 plus disease)
**Space** 5 ft., **Reach** 5 ft. (10 ft. with tendril bites)
**Special Attacks** dark channel, energy drain (2 levels, DC 18)
#### statistics
**Str** 18, **Dex** 15, **Con** —, **Int** 17, **Wis** 12, **Cha** 14
**BAB** +9, **CMB** +13, **CMD** 25, **TA** +13, **RTA** +11
**Feats** [[Alertness]], [[Combat Reflexes]], [[Dodge]], [[Improved Initiative]], [[Mobility]], [[Multiattack]]
**Skills** Climb +19, Escape Artist +14, Intimidate +17, Knowledge (arcana) +18, Perception +20, Sense Motive +20, Stealth +25
**Racial Bonus** Stealth +8
**Languages** Common, Necril
**SQ** create spawn
#### special abilities
### 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. A vilewight can have a number of enslaved spawn totaling at most double its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. Wights do not possess any of the abilities they had in life.
### Dark Channel (Su)
A vilewight can channel the negative energy infusing it into a line of malevolent black energy 5 feet wide and 30 feet long. Living creatures in the area of take 8d6 points damage (Will DC 18 for half). A vilewight who uses this ability must wait 1d3+1 rounds before using it again. The save DC is Charisma-based.
### Disease (Su)
**Life Blindness:** Slam—Injury; save Fort DC 16, onset 1 day, frequency 1/day, effect 1d2 Wisdom damage and lifeblindness, cure —.
The infected victim loses all ability to perceive living creatures, even plants. Even if they make subsequent saves against this disease, all such beings are treated as invisible, silent, and odorless. The crushing loneliness and despair of this condition slowly drains the victims sanity, causing Wisdom damage with each failed save.
#### ecology
**Terrain** Any land and underground
**Organization** Solitary, pair, gang (3–7), or mob (3–7 plus 5–10 wights)
**Treasure** None
**Advancement** By character class
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 out 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.
### Combat
A vilewight relies on its dark channel 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.