Glaive 20×3 S
					PA -2/+6
					+13/8 vs AC 6 bab, 6 str, 1 w.focus
					1d10+9 9 str½
					Reach
					Infernal Wound: Bleed 2, any attempt to heal must pass CL DC 16 or be negated.
				 
				
				
					Claw 20×2 PS
					PA -2/+4
					+12/12 vs AC 6 bab, 6 str
					1d6+6 6 str
					If both claws hit, add 1d8+3 dmg and Devil Chills (Fort DC 19 negates).
				 
				Corruption Tendrils (Su)
				Each turn, create 4 tendrils creatures around Vistroth.
					They will take their turn 1d4 steps later in initiative.
					On their turn, they attack if able, then have a 50% chance to wither away.
					The tendrils have 9HP, 13AC, and cannot move.
				
				
					Tendril Slam 20×2 B
					+11 vs AC
					1d6+2
					Reach 10ft.
					Sickened for 1d4 rounds, 
Fort DC 12 negates 
attempt it every round.