|Large Outsider (Incorporeal)|
|Hit Dice:||7d8 (31 hp)|
|AC:||19, touch 19, flat-footed 15|
|Base Attack/Grapple: ||+7/-|
|Attack:||Incorporeal touch +11 melee (ability drain)|
|Full Attack:||2 incorporeal touches +11 melee (ability drain)|
|Space/Reach:||10 ft./10 ft.|
|Special Attacks:||Ability drain|
|Special Qualities:||Unnatural aura, incorporeal traits, invisibility, DR 10/silver, SR 17, darkvision 60 ft., low-light vision|
|Saves:||Fort 5, Ref 9, Will 8|
|Abilities:||Str -, Dex 18, Con -, Int 5, Wis 16, Cha 21|
|Skills:||Hide +14, Knowledge (undead) +7, Knowledge (planes) +7, Listen +15, Search +7, Sense Motive +13, Spot +15|
|Feats:||Alertness, Dodge, Weapon Focus (incorporeal touch)|
|Challenge Rating: ||6|
|Advancement:||8 to 16 (Large);|
17 to 21 (Huge)
- The Spirit Hunter looks much like a ghost. It is transparent, floats about, has shreds of non-corporeal material clinging to
it like clothing from its past; but, the Spirit Hunter has no face. Its facial features, if they can be called that, are smooth
and round, without eyes, nose or mouth interrupting its landscape. The Spirit Hunter usually travels invisibly, a state
which it can switch to and from at a moments notice, thus for many it is too late when it reveals itself.
The Spirit Hunter brings with its presence a erie sense of unease to all creatures it
comes near to. Though it cannot harm creatures whose souls are sheltered within corporeal bodies, a sense
of dread surrounds the being, accompanied by sudden goose bumps, a prickling of hair on the back of the neck, or
the feeling of being watched. While the spirit hunter cannot harm corporeal-bodied souls it does occasionally follow
them around, if the situation at hand is dangerous, hoping that their prey will be killed so that it can feast upon their
spirit when it is released.
- Spirit Hunters aggressively attack and pursue beings, living or dead, whose souls are not protected by their corporeal bodies.
Ability Drain (Su): The touch of a Spirit Hunter causes 1d6 Charisma drain,
half damage on a successful Fortitude save (DC 18). A Spirit Hunter can only harm creatures whose spirits are not within
a corporeal body. This includes undead such as wraiths and spectres, beings under the effects of a wraith form spell,
astral travelers, and so forth.
Unnatural Aura (Su): Corporeal creatures can sense the unnatural presence
of a Spirit Hunter at a distance of 60 feet. Animals will not willingly approach nearer than that and panic if forced to do
so; they remain panicked as long as they are within that range.
Invisibility (Su): A Spirit Hunter can become invisible at will as a free
Incorporeal Traits: Can be harmed only by other incorporeal creatures, +1 or
better magic weapons, or magic, with a 50% chance to ignore damage from a corporeal source. Can pass through solid
objects at will, and own attacks pass through armor. Always moves silently.
- Spirit Hunters originate from some dark corner of the Astral Plane. Some say that they are the spirits of those who were
slain while outside of their bodies and who now seek to do the same to any bodiless spirit they find. On the Astral Plane
they prey upon those who think it safe to travel with a silver cord and on the Material Plane they prey on the plenitude
of ghosts, specters, wraiths, and the occasional mortal who gets himself killed in the presence of one or who finds a way to
leave their body.
They solitary beings and they don't like sharing their food with others of their
kind. The rumor is that they split into lesser Spirit Hunters once they have become big enough and have eaten
something powerful enough.
Spirit Hunters are not the most conversant of creatures either. Perhaps it is
because they have no mouth; this is not to say that the lack of a mouth stop many other stranger creatures
from speaking. In any case, Spirit Hunters would just as soon go find something else to eat than talk to people
that they can't eat just quite yet.
- Eat, hunt, eat, hunt... what more is there to say? Having slain a Spirit Hunter there is little to recover for treasure or
personal gain. There are tales though that should one slay a Spirit Hunter who has more life-force (that's hit dice) than
the victor possesses, and should a magic jar spell be cast upon the dissipating essence of the Spirit Hunter as
it dies and re-channeled into someone, that the body which receives the dying Spirit Hunter's essence will become
more personable (gain a point of Charisma). Whether this is just a bunch of bunk or if the rumors have substance
to them is left to our reader's imagination.
A Spirit hunter does not sleep or have need to breathe.