|Dread Wight Gargoyle CR 6|
Speed 40 ft., fly 60 ft. (average)
Melee 2 claws +8 (1d6+3 plus energy drain), bite +8 (1d4+3 plus energy drain), gore +8 (1d4+3 plus energy drain)
Special Attacks create spawn, energy drain (DC 12, 1 level)
Tactics A dread wight gargoyle usually rushes into melee to strike a foe with as many of its energy-draining attacks as possible, trusting its thick hide to protect it from reprisal. A dread wight gargoyle’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Str 17, Dex 18, Con -, Int 8, Wis 13, Cha 11
Base Atk +5; CMB +8; CMD 22
Feats Hover, Improved Initiative, Skill Focus (Fly)
Skills Fly +14, Perception +6, Stealth +13 (+19 in stony areas); Racial Modifiers +2 Stealth (+6 in stony environs)
Languages Common, Terran
Any creature killed by a dread wight gargoyle’s energy drain ability rises as a dread wight in 1d4 rounds. A dread wight created in this manner is under the command of its creator and remains so until either it or the creator is destroyed.
A dread wight gargoyle can automatically command all normal wights within 30 feet as a free action. Normal wights never attack a dread wight unless compelled.
A creature struck by a dread wight gargoyle’s natural attack gains one negative level. The save is Charisma based.
A dread wight gargoyle can hold itself so still it appears to be a statue. A dread wight gargoyle that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue.
Dread wight gargoyles lie in wait for prey in large cemeteries or pretend to be statues decorating tombs and temples that attract pilgrims—despite the danger of encountering clerics in such places. They are more than happy to vent their rage on any living creature, priest or not, that comes within range.
A dread wight gargoyle looks much like it did in life, except is far thinner. Its eyes glow with an unnatural, feral light.