This incorporeal man is clad in ancient robes, and his facial features are twisted in a snarl of rage.
Dunkelgeist the Dread Spectre CR 8
LE Medium advanced undead, (incorporeal)
Init +9; Senses darkvision 60 ft.; Perception +17
Aura unnatural aura (30 ft.)
AC 21, touch 19, flat-footed 16 (+4 deflection, +5 Dex, +2 natural)
hp 68 (8d8+32)
Fort +6, Ref +7, Will +11
Defensive Abilities incorporeal, channel resistance +2
Weaknesses resurrection vulnerability, sunlight powerlessness
Speed fly 80 ft. (perfect)
Melee incorporeal touch +10 (1d8 plus energy drain)
Special Attacks create spawn, energy drain (2 levels, Fort DC 18)
Before Combat Dunkelgeist uses his incorporeal form to stealthily approach prey within the mists of the Shroudstone.
During Combat He uses his superior speed to pounce on weaker party members (such as wizards and rogues) hoping to create spawns fast to help bring down more powerful enemies.
Morale When Dunkelgeist attacks, he does so to fell his enemies. He only flees when reduced to 6 hit points or less.
Str —, Dex 20, Con —, Int 18, Wis 20, Cha 19
Base Atk +6; CMB +6; CMD 25
Feats Blind-Fight, Improved Initiative, Skill Focus (Perception), Weapon Focus (touch)
Skills Fly +13, Intimidate +15, Knowledge (history) +12, Knowledge (religion) +15, Perception +19, Stealth +16, Survival +13
Create Spawn (Su) Any humanoids slain by Dunkelgeist become spectres themselves in 1d4 rounds. Spawn so created are less powerful than Dunkelgeist, 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 Dunkelgeist and remain enslaved until his 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.
Resurrection Vulnerability (Su) A raise dead or similar spell cast on Dunkelgeist destroys him (Will negates). Using the spell in this way does not require a material component.
Sunlight Powerlessness (Ex) Dunkelgeist is powerless in natural sunlight (not merely a daylight spell) and flee from it. If Dunkelgeist is caught in sunlight, he cannot attack and is staggered.
Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of Dunkelgeist 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 Dunkelgeist.
Dunkelgeist’s real name has been forgotten by anyone but himself and he does not share it. Once a cleric that studied the human mind, he developed a particular interest in those consumed by madness. Dunkelgeist traveled far and wide seeking even the vaguest leads to cure maladies of the mind, and truly believed there to be a panacea to that effect. Eventually his travels lead him to the Dar’Spelun Slugmarsh, where the vaporous veil was said to hide ancient secrets. No one knows what Dunkelgeist found deep in the veil but when he returned, the eager cleric searching for a cure was no more; he was ironically much closer to understanding the secrets of an insane mind. Over the centuries Dunkelgeist slipped further into the madness he had tried to cure and while this happened, he continued his research, looking for a way to cure all forms of madness. To a degree he has been successful—he has halted his own deranged descent, albeit too late. Dunkelgeist is now a more powerful spectre than most of his kind, but the cure to end all madness and diseases of the mind eludes him. He bids his time and hopes that the nearby haunt will lure more test subjects into his hands.