A wolf with blackened fur, glowing red eyes, oversized grin with too many bloodied fangs, and a faint luminescent green outline to its shape.
CR 3; XP 800
CE Medium Undead
Init +7; Senses darkvision 60 ft., scent; Perception +10
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 32 (5d8+10)
Fort +3, Ref +6, Will +6
DR 5/magic or silver; Immunities undead traits
Speed 50 ft.
Melee bite +6 (2d6+4 plus trip)
Special Attacks grasp of the fallen, howl of the barrows
Str 16, Dex 16, Con —, Int 11, Wis 15, Cha 15
Base Atk +3; CMB +6; CMD 19 (23 vs. trip)
Feats Combat Reflexes, Improved Initiative, Lightning Reflexes
Skills Acrobatics +8 (+16 jumping), Knowledge (religion) +8, Perception +10, Stealth +11
Languages Common, Necril
Environment ruins, forests, hills
Organization solitary, pair, or pack (3–12)
Treasure standard (trinkets gathered from its prey)
Grasp Of The Fallen (Su) As an immediate action, a wight-fang can send spectral presences to haunt a sapient creature within its line of that is prone. The victims experience vision of falling into an empty grave with numerous ghostly shapes and skeletal arms holding them down while a gravestone rises over them. Standing up requires a successful Will saving throw (DC 14), a failed saving throw wastes the action used to stand up and prevents the victim from trying again until the next turn. After three failed saving throws, the creature becomes paralyzed with fear for 1d4 rounds and the effect ends. The saving throw DC is Charisma-based. This is a fear, mind-affecting phantasm effect.
Howl Of The Barrows (Su) A wight-fang can issue a soul-piercing howl that grants all the undead beings that hear it +1 profane bonus to attack rolls, weapon damage rolls, and saving throws as well as 5 temporary hit points until the end of the wight-fang's following turn. All the living creatures that hear it suffer –2 penalty to saving throws against fear effects until the end of the wight-fang's next turn unless affected by protection from evil or similar effect. The howl often attracts attention of undead creatures within miles, although it does not compel them to do so.
Wight-fangs are among the many varied wight-beasts that roam the places tainted with death and decay, dead wolves or hounds whose corpses are worn by a vile spirit like a terrible robe and tool of evil.