Creating an Ectoplasmic Creature

System: Pathfinder | SRD

Creating an Ectoplasmic Creature CR 1/2
XP 200
Usually chaotic evil. The creature’s type changes to undead. It retains any subtype except for alignment subtypes (such as evil) and subtypes that indicate kind (such as giant). It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted in the following sections.
Init +0 ; Senses darkvision 60 ft.; Perception +0
Defense
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 7 (1d8+3)
Fort +0, Ref +0, Will +2
DR 5/slashing
Immune undead traits
Offense
Speed 30 ft.; air walk
Melee slam +3 (1d4+3 plus horrifying ooze)
Special Attacks horrifying ooze
Spell-Like Abilities (CL 1st; concentration +1)
CMB +3 CMD 13
Statistics
Str 16,, Dex 11,, Con —,, Int —,, Wis 10,, Cha 12
Base Atk +0
Feats Toughness B
SQ phase lurch
Special Abilities
Horrifying Ooze (Su) Any creature struck by an ectoplasmic creature’s slam attack must succeed at a DC 11 Will save or be shaken for 1d4 rounds. The save DC is Charisma-based.
Phase Lurch (Su) An ectoplasmic creature has the ability to pass through walls or material obstacles. To use this ability, the ectoplasmic creature must begin and end its turn outside of whatever wall or obstacle it’s moving through. An ectoplasmic creature cannot move through corporeal creatures with this ability, and its movement speed is halved while moving through a wall or obstacle. Any surface it moves through is coated with a thin, silvery mucus that lingers for 1 minute.

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