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.