This ghostly creature is little more than a dark shape with two flickering pinpoints of light where its eyes should be.
Apparition (CR 5)
XP 1,600
CE Medium Undead (Incorporeal)
Init +5; Senses Darkvision 60 ft., Perception +16
DEFENSE
AC 15, touch 15; flat-footed 13 (+3 deflection, +1 dex, +1 dodge)
hp 37 [55] (5d8+15)
Fort +4, Ref +2, Will +6
Defensive Abilities Channel Resistance +2, Incorporeal, Rejuvenation; Immune Undead traits
Weakness Holy
Tactics
During Combat The apparition starts the fight with Frightful Moan if close enough to his enemies or Ectosmash to get in closer to do Frightful Moan the next turn. He tends to use Curse Gaze on an opponents if they have below 50% health and Grave Reel if he is below 50% health.
OFFENSE
Speed Fly 30 ft. (perfect)
Melee Dark touch +4 (3d6 shadow damage, Fort. DC 15 half)
Space 5 ft.; Reach 5 ft.
Special Attacks Curse Gaze, Ectosmash, Frightful Moan, Grave Reel
STATISTICS
Str —, Dex 13, Con —, Int 10, Wis 11, Cha 16
Base Atk +3; CMB +4; CMD 18
Feats Dodge, Improved Initiative, Iron Will
Skills Fly +9, Knowledge (history) +5, Knowledge (nobility) +5, Perception +16, Sense Motive +8, Stealth +9; Racial Modifiers +8 Perception, +8 Stealth
Languages Common
SPECIAL ABILITIES
Curse Gaze (Su)
2/day, an apparition gazes a dark eerie look into the eyes of their opponent within 60 feet. The target must make a Will save (DC 15) or be inflicted with the Curse status effect for 1d4 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).
Dark Touch (Su)
By passing part of its incorporeal body through a foe’s body as a standard action, the apparition inflicts 3d6 points of shadow damage. This damage manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction.
Ectosmash (Su)
An apparition can teleport adjacent to any foe within 30 ft. and makes a single dark touch. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21). This is treated as a swift action for the apparition.
Frightful Moan (Su)
The apparition died in the throes of crippling terror. It can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a DC 15 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).
Grave Reel (Su)
1/day, an apparition can drain the essence of enemies around it in a 15-ft.-radius. Creatures within the area of effect must make a Fortitude save (DC 15) or suffer 2d6 points of shadow damage and the ghost is healed by the damage inflicted. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).
Rejuvenation (Su)
In most cases, it’s difficult to destroy an apparition through simple combat: the “destroyed” spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different apparition by the GM.