Bone Spirit
Medium-size Undead (Incorporeal)
Hit Dice: 6d12 (39 hit points average)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: Fly 60 (perfect)
AC: 17 (+3 Dex, +4 deflection)
Attacks: 2 Incorporeal Claws +7 melee
Damage: Incorporeal Claw 1d8 and Energy Drain
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Horrific Appearance, Energy Drain
Special Qualities: Undead, incorporeal, immunities, rejuvenation, turn immunity
Saves: Fort --, Ref +5, Will +6
Abilities: Str --, Dex 16, Con --, Int 14, Wis 12, Cha 18
Skills: Bluff +6, Concentration +8, Hide +17, Intimidate +13, Knowledge (religion) +6, Listen +15, Search +14, Sense Motive +4, Spot +15
Feats: Improved Initiative, Weapon Finesse (unarmed), Weapon Focus (unarmed)
Climate/Terain: Any
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Neutral (evil)
Advancement Rating: None
Bone Spirits are created from the souls of devoted followers who wish to continue serving the Church and Mara'ghoul after death. Bone Spirits are employed by the Church to punish their enemies and transgressors. Occasionally, Mara'ghou will dispatch a Bone Spirit from the afterworld to deal with a being who has committed some grave offense against her.
Bone Spirits appear as bluish-white, glowing skeletons, sporting diaphonous, tentacular wings. Their fingers are long, dangerous-looking claws, and deadly, bone spikes sprout at joints, shoulders, and on their skulls. Their eye sockets are illuminated by searing points of white light.
Bone Spirits are relentless in the pursuit of their prey, and will never willingly turn aside, unless commanded by a greater power of the Goddess, the atonement of their victim, or their own destruction. Although they prefer to operate in darkness, Bone Spirits are not adversely affected by sunlight or light magic. Bone Spirits receive a +8 racial Bonus to Hide, Listen, and Spot checks (included in stat block).
Bone Spirits can speak if they so desire, but are unlikely to do so, unless to warn off others from their prey.
Combat
Bone Spirits punish those that they are sent to seek. Bone spirits will usually refrain from attacking their prey until they are alone. Then they will manifest, employing their horrific appearance and their energy drain upon the victim, blasting anyone who interferes with their corrupting gaze. Unless they have been commanded to slay their prey, they will usually withdraw and return to the Temple from which they were commanded once the creature has been inflicted with any negative levels. Any creature slain by a Bone Spirit cannot be raised or ressurrected, their soul having been hounded into the afterlife and into the arms of Mara'ghoul.
- Turn Immunity (Ex)
- Bone spirits are shielded by the power of Mara'ghoul and are immune to turn or rebuke attempts.
- Rejuvenation (Ex)
- It is almost impossible to destroy a Bone Spirit. A "slain" Bone Spirit will reform in 2d4 days and resume it's pursuit of it's prey. A Bone Spirit that would otherwise be destroyed will reform if it succeeds at a level check (1d20 + Bone Spirit's HD + 4 holy bonus) against DC 16. As a rule, the only way to defeat a Bone Spirit is to atone for the infraction against Mara'ghoul or the Church.
- Energy Drain (Su)
- Living creatures hit by a Bone Spirit's incorporeal claws receive two negative levels. The Fortitude save to remove a negative level is DC 17.
- Horrific Appearance (Su)
- Any living thing within 60 feet that views the Bone Spirit must succeed at a Fortitude save versus a DC 17 or immediately suffer 1d4 points of permanent Strength, 1d4 points of permanent Dexterity, and 1d4 points of permanent Constitution drain. A creature which successfully saves against the Bone Spirit's horrific appearance cannot be affected by the same Bone Spirit's horrific appearance for one day. Ability damage caused by a Bone Spirit cannot be cured through restoration magic cast by a priest of the Goddess until the being has atoned for its sins.
- Corrupting Gaze (Su)
- A Bone Spirit can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the Bone Spirits gaze must succeed at a Fortitude save vesus a DC 17 or suffer 2d10 points of damage and 1d4 points of permanent Charisma drain. Ability damage caused by a Bone Spirit cannot be cured through restoration magic cast by a priest of the Goddess until the being has atoned for its sins.
- Unnatural Aura (Su)
- Both wild and domesticated animals can sense the unnatural presence of a Bone Spirit at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they will remain panicked as long as they are within that range.
- Find the Guilty (Ex)
- A Bone Spirit will always know the direction and distance to the prey it has been directed to seek out, so long as the prey is on the Prima Material Plane. The Bone Spirit will be aware of the last position of the prey when it left the Prime. If the prey is slain, the Bone Spirit will be aware and will seek out the soul to ensure it has been sent to its proper destination.
- Improved Darkvision (Ex)
- Bone Spirits can see in any type of darkness, even that created by deeper darkness. Their darkvision has a range of 120 feet.
- Incorporeal
- Can only be harmed by other incorporeal creatures, +2 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass thrugh armor. Always moves silently.
- Undead
- Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.