SpectreCR 7

Always LE Medium Undead (Incorporeal)

Init +7; Senses darkvision 60 ft.; Listen +14, Spot +14

Aura unnatural aura

Languages

AC 15, touch 15, flat-footed 13
(+3 Dex, +2 deflection)

hp 45 (7 HD)

Fort +2, Ref +5, Will +7

Speed 40 ft., fly 80 ft. (perfect)

Melee Incorporeal touch +6 (1d8 plus energy drain)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp

Atk Options Blind-Fight

Special Actions create spawn

Abilities Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15

SQ incorporeal traits, +2 turn resistance, sunlight powerlessness, undead traits

Feats Alertness, Blind-Fight, Improved Initiative

Skills Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks)

Advancement 8-14 HD (Medium)

Create Spawn (Su) Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. Spawn are under the command of the spectre 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 spectre's incorporeal touch attack gain two negative levels. The DC is 15 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the spectre gains 5 temporary hit points.

Sunlight Powerlessness (Ex) Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and can take only a single move or attack action in a round.

Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.