Morthani

MORTHANI Spectre Augment Summoned/Graveknight CR 14

This translucent, ghostly figure fades into view from the damp mist, its face distorted by wrath into a hideous mask.

LE Medium Undead (Undead) Undead traits, Incorporeal Subtype

Fighter level 5 (skill points 20) Knight (Dragoon )

Init +7; Senses Darkvision 60, Darkvision 60; Perception +29

Aura Sacrilegious Aura (Su) 30ft radius as desicrate spell, +1 tohit +1 damage +1 saves, Sacrilegious Aura (Su) any positive channeling needs Concentration check DC 10 + HD, Unnatural Aura (Su) DC(17) 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 unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. A panicked animal remains so as long as it is within 30 feet of the spectre.

DEFENSE

AC 18, Touch 13, flat footed 14 ( Armour: Shield: none) (+3 Dex, +4 Natural)

hp 125 (8d8+5d10+39+5+13); SAVES: Fort +9, Ref +6, Will +7

Damage reduction 10/magic, Immunity to cold, electricity, and any additional type noted by its ruinous revivification,

Resistance to positive channeling +4, Spell Resistance CR + 11, Channel Resistance +2, Incorporeal,

Resurrection Vulnerability (Su) A raise dead or similar spell cast on a spectre destroys it (Will negates).

Using the spell in this way does not require a material component.,

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 is staggered.

OFFENSE

Speed 5, fly 80ft., Fly (perfect)

Melee

Single Attack Greatsword +13 (2d6+3/19-20)

(Energy Drain DC(17) (2 levels, DC 16), Energy Drain DC(17) incorporeal touch)

or Eye ray +14 (0)

Full Attack

Greatsword +13/8/3 (2d6+3/19-20)(Energy Drain DC(17) (2 levels, DC 16),

Energy Drain DC(17) incorporeal touch)

Slam +6 (1d4)

or Eye ray +14 (0) range 150 2d4 unholy damage. Space 5ft.; Reach 5

Special Attacks

Channel Destruction (Su) +4d6 damage,

Channel Destruction (Su) energy type determined by the ruinous revivification special quality.,

Devastating Blast (Su) DC(17) 3/day 30ft cone 10d6 damage,

Undead Mastery (Su) DC(14) 50ft range Will DC to save. can control 5HD per 1HD

Spear Training -1 (Ex) Attack Roll with Spear =+ 1

Spear Training -2 (Ex) Damage Roll with Spear =+ 2

Weapon Training become proficient in a weapon group 1

STATISTICS

Str 10, Dex 16, Con 0, Int 14, Wis 18, Cha 17

Base Attack 11 CMB 11 ; CMD 24

Feats

Intimidating Prowess: Add STR mod to CHA mod for intimidation check,

Armour Prof Heavy, Armour Prof Light, Armour Prof Medium,

Blind-Fight: Re-roll miss chance for concealment,

Improved Initiative: +4 Initiative checks,

Martial Weap Prof,

Mounted Combat: Negate hit on mount with ride check DC opponents attack roll,

Penetrating Strike: Ignores 5 points of damage reduction ,

Ride-by Attack: When charging can carry on after the attack,

Shield Proficiency: Can use shields,

Simple Weapon Proficiency,

Skill Focus (Perception): +3 perception,

Toughness: +3 Hit points or +1 per hit dice,

Tower Shield Proficiency: Can use the tower shield and suffer only normal shield skill penalties,

Weapon Focus: +1 to attack rolls,

Weapon Specialization: +2 to damage rolls

Skills Bluff 9, Climb 0, Fly 11, Handle Animal 18, Intimidate 22, Know Arch & Eng 2, Know Dungeon 2,

Know History 10, Know Religion 13, Perception 29, Profession: Soldier 12, Ride 18, Stealth 14, Survival 19, Swim 2

Languages Common, Aklo, Draconic, Ancient

ECOLOGY

Environment any Organization Solitary, Pair, Gang 3-6, Swarm 7-12 Treasure None

SPECIAL ABILITIES

Phantom Mount (Su) 1/hour can summon skeletal horse as Phantom Steed spell

Rejuvenation (Su) One day after a graveknight is destroyed, its armor begins to rebuild the undead

Ruinous Revivification (Su) choose 1 energy type to use in special attacks

Create Spawn (Su) Any humanoids slain by a spectre become spectres themselves in 1d4 rounds. Spawn so created are less powerful than typical spectres, and suffer a -2 penalty on all d20 rolls and checks, receive -2 hp per HD, and only drain one level on a touch. Spawn are under the command of the spectre that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed spectres. They do not possess any of the abilities they had in life.

Armour Training Reduced armour check penalty and increases dex bonus by 1

Bravery Save vs fear + 1

Skilled Rider (Ex) A dragoon gains both the Mounted Combat and Skill Focus (Ride) feats as bonus feats.

Energy Drain:Some attacks or special abilities cause ability damage or drain, reducing the designated ability score by the listed amount. Ability damage can be healed naturally. Ability drain is permanent and can only be restored through magic.

Undead traits:Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.

Incorporeal Subtype:An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality. In addition, creatures with the incorporeal subtype gain the incorporeal special quality.

Unnatural Aura (Su):Animals do not willingly approach the creature unless the animals master makes a DC 25 Handle Animal, Ride, or wild empathy check.

MAGIC ITEMS (max value 27000)

Ghost Touch Sword, +5, Keen, Bane versus Knights, Paladins, Cavalier, Aristocrats, Nobles.

Ghost Touch Plate Mail, +5, Deathless, Glamered.

Helm of Telepathy: he has mastered the helm, and he may Suggest once per minute.

True Damage: Morthani always attacks at a target's Touch AC

Undead General: Allied undead with 60 feet gain +2 morale bonus on Turn Resist, AC, BAB, and Will saves.

King of Blood: Allies within 60 feet gain +2 unholy bonus on BAB and all saves. (so yes it stacks)

Inscribed: Whenever Morthani is targeted or affected by an enemy spell, his AC goes up by 2.

Reinforced: At AC24, on Crits he becomes Fortified:25%, at AC 30 - Med.Fort:50%, at AC 36 - 75% Fort.; at AC40, immune to Crits.

Armored: Blunt Weapons do Half Damage to Morthani, even magic ones.

Spirit Sword: Each time Morthani inflicts 10 or more damage on a foe, his AC rises by 2. (includes Con loss or level drain)

###################