Shemeska said:
Except that negative energy has no intrinsic alignment, and in this case it's being used by a chaotic evil fiend to kill its victim. That LE seems to be springing out of nowhere without a real justification.
Who it is being used by only matters if they spawn on their own. Succubi don't.
Those drained to death default to stealthy & intelligent pack feeders that work together well. That provides a far more sustained supply of life force than a CE rampager that causes draining mayhem until it is put down.
I could see wights keeping their in life Law / Chaos distinction. But Wights really are not strong enough to play the CE lone psycho as much as a vampire spawn is.
Lawful Evil Vs. Chaotic Evil
[sblock=Elite advanced wight]
Size/Type: Medium Undead
Hit Dice: 8d12+8(60 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +4/+8
Attack: Slam +8 melee (1d4+4 plus energy drain)
Full Attack: Slam +8 melee (1d4+4 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, energy drain
Special Qualities: Darkvision 60 ft., undead traits
Saves: Fort +2, Ref +5, Will +8
Abilities: Str 18, Dex 16, Con Ø, Int 13, Wis 14, Cha 15
Skills: Hide +17, Listen +13, Move Silently +20, Spot +13, Tumble +8
Feats: Skill focus hide, Blind-Fight, Improved Toughness.
Organization: Solitary, pair, gang (3-5), or pack (6-11)
Challenge Rating: 5
Treasure: None
Alignment: Always lawful evil
Create Spawn (Su) Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Energy Drain (Su) Living creatures hit by a wight’s slam attack gain one negative level. For each such negative level bestowed, the wight gains 5 temporary hit points.The DC is 16 for the Fortitude save to remove a negative level 24 hours later. The save DC is Charisma-based.[/sblock]