Olgar Shiverstone said:
Wight dragon. 'Nuff said.
The following almost caused a TPK on my party of six 10th level characters:
Emeraldeye, young adult green dragon wight: Large Undead; CR 12; AL LE; HD 17d12+34; 144 hp; Init +1; Spd 40’, fly 150’ (poor), swim 40’; AC 26 (-1 size, +1 Dex, +16 natural); BAB/Grap +17/+29; Atk Bite +24 melee (2d6+8/19-20 plus energy drain); Full Atk Bite +24 melee (2d6+8/19-20 plus energy drain) and 2 claws +22 melee (1d8+4 plus energy drain) and 2 wings +22 melee (1d6+4 plus energy drain) and tail slap +22 melee (1d8+4 plus energy drain); Face/Reach 10/5’ (10’ with bite); SA Breath weapon, energy drain, spells; SQ Blindsense 60’, desecrate, darkvision 120’, DR 5/magic, frightful presence, immunities, SR 19, undead traits, water breathing; SV Fort +11, Ref +12, Will +14; Str 25, Dex 12, Con –, Int 14, Wis 17, Cha 18.
Skills & Feats: Bluff +14, Concentration +14, Diplomacy +18, Hide +7, Intimidate +16, Knowledge (arcana) +12, Knowledge (religion) +12, Listen +23, Move Silently +11, Search +12, Sense Motive +13, Spot +23, Use Magic Device +14, Swim +25; Cleave, Hover, Improved Critical (bite), Flyby Attack, Multiattack, Power Attack.
Possessions: Emerald keystone to doors in area 61.
Spells Known (6/6 per day; save DC = 14 + spell level; CL 3rd): 0—detect magic, mage hand, prestidigitation, ray of frost, read magic; 1st—charm person, shield, shocking grasp.
SA—Breath Weapon (Su): Every 1d4 rounds—40’ cone of acid; 10d6 acid damage; DC 22 Reflex save half.
SA—Energy Drain (Su): Any creature struck by one of Emerald¬eye’s physical attacks gains a negative level. DC 22 Fortitude save to remove after 24 hours.
SQ—Desecrate (Sp): The emerald keystone which serves as Emeraldeye’s right eye radiates a permanent desecrate effect (CL 20th). Turn checks against Emeraldeye suffer a –3 profane penalty; Emeraldeye has a +1 profane bonus to attacks, damage and saving throws (already factored into stats above).
SQ—Frightful Presence (Ex): Creatures within 150’ of Emeraldeye when he attacks, charges or flies overhead must make a DC 22 Will save. Creatures up to 4 HD who fail are panicked for 4d6 rounds; creatures of 5 HD or more who fail become shaken for 4d6 rounds.
[/i]SQ—Immunities:[/i] Emeraldeye is immune to magical sleep and paralysis effects, and acid.
It's the level drain which does for them.
Cheers, Al'Kelhar