This skeletal elf has bits of hair and mummified flesh clinging to its gaunt frame.
AC 48, touch 29, flat-footed 44 (+14 armor, +10 deflection, +1 dodge, +3 Dex, +5 natural, +5 profane)
Speed 20 ft.
Constant—detect chaos, detect evil, detect good, detect law, detect magic, discern lies (DC 24), true seeing
Str 30, Dex 31, Con —, Int 22, Wis 22, Cha 31
Environment any (Negative Energy Plane)
Bane Strike (Su) Whenever a forlorn hits a creature with a weapon attack, that creature takes 6d6 points of untyped energy damage in addition to any other damage dealt. (This damage isn't reduced by damage reduction.) This damage, which is included in the statistics block above, does not stack with the additional damage dealt by the bane, anarchic, and unholy weapon properties.
Channel Energy (Su) A forlorn can channel negative energy as can a 20th-level cleric. The damage dealt or healed by a forlorn's channel energy ability is always maximized (to 60 points of damage).
Cruelty (Su) Each time a forlorn uses its channel energy ability, it chooses one of the following spells as part of activating that ability: bestow curse, contagion, ghoul touch, poison, or touch of fatigue. Any affected living creature that fails its saving throw to halve the negative energy damage dealt by that channel energy attempt is affected as if targeted by the chosen spell (no save, CL 20th).
Death Blow (Su) As a swift action, a forlorn may choose a creature it can perceive. The first time it hits that creature with a weapon attack before the end of its current turn, that creature must succeed on a DC 26 Fortitude save or die. Once a creature has succeeded on this saving throw, it is immune to the same forlorn's death blow ability for 24 hours.
Judgement (Su) A forlorn gains a continuous +5 profane bonus to AC, attack rolls, and saving throws. This bonus is included in the statistics block above.
Malignant Aura (Su) All opponents within 10 feet of a forlorn take a –4 penalty on all saving throws. All weapons and ammunition within 10 feet of a forlorn count as epic and evil for the purpose of overcoming damage reduction and regeneration, each for as long as it remain within the forlorn's aura plus 1 additional round thereafter.
Poison Use (Ex) Forlorn are skilled in the use of poison, and never risk ruining poison they are using by poisoning themselves. (As undead, they are immune to the effects of poison.) Forlorn are known to coat their arrows with a potent poison similar to that used by drow. Forlorn Poison—injury; save Fort DC 20; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.
Smite Foes (Su) A forlorn gains a bonus to attack rolls, a deflection bonus to AC, and a resistance bonus to saving throws each equal to its Charisma modifier. It also gains a bonus on weapon damage rolls equal to its base attack bonus. These bonuses are included in the statistics block above. The bonuses granted by this ability do not stack with those granted by any other smite ability.
Weapon Proficiency Forlorn are proficient with all simple and martial weapons, hand crossbows, and weapons with "elven" in the name.