Drelb (Haunting Custodian) (CR 4)
Medium Outsider (Negative Energy, Neutral, and Incorporeal)
Alignment: Neutral with evil tendencies
Initiative: +3 (Dex); Senses: darkvision 120 ft. and Spot +9
Languages: Drelb, possibly a few words in local languages
AC: 14 (+3 Dex, +1 deflection), touch 14, flat-footed 11
Hit Dice: 5d8+20 (42 hp)
Fort +8, Ref +7, Will +4
Speed: Fly 15 ft. (Perfect)
Space: 5 ft./5 ft.
Base Attack +5; Grapple +0
Attack: Touch +8
Full Attack: Touch +8
Damage: Touch 3d4 + chill
Special Attacks/Actions: Chill touch
Abilities: Str -, Dex 16, Con 19, Int 12, Wis 10, Cha 11
Special Qualities: Diminish, incorporeal, mental reflection
Feats: Alertness; Iron Will; Skill Focus (Bluff)
Skills: Bluff +10, Hide +11*, Intimidate +7 Listen +9, Sense Motive +8, and Spot +9
Advancement: Up to +3 hit dice
Climate/Terrain: Any land and underground
Chill Touch (Su): The touch of a drelb chills a victim to his very soul. In addition to the hit point drain, a touched victim will fall to the ground, dropping all items held, and will be unable to perform any actions other than to shiver uncontrollably for one round. There is no saving throw. Individuals that cannot be harmed by a drelb's touch are also immune to this effect.
Diminish (Ex): Drelb can alter their size, from Minute to Large, and their shape, limited only to retention of proportional volume. The do not receive any bonuses due to size because of their natures. However, they have learned a cunning use for this ability. By rapidly diminishing their size whilst advancing, they can make it appear as if they are actually moving away from their intended victim. The deception can be noted if the drelb is flanked or surrounded, but viewers in front of the creature will find detecting their peril difficult (a Spot check at DC 22). Those drelb (75%) that know of clerics and their ability to turn undead may use this ability to feign the turning effect while simultaneously closing on the hapless cleric.
Mental Reflection (Su): Drelb have an affinity for mental energy. If a mental power (any special power that originates from an individual's mind, including psionics, and any spell that opens the caster's mind, such as the various detect spells, clairvoyance/clairaudience, etc.) is used within 30' of a drelb, the creature can either reflect the power back on its user (e.g., a caster making use of the detect thoughts spell may discover that it is his own thoughts he is picking up), or may imitate the power used. If the power is to be imitated, it is done so at the same potential of the originator (e.g., imitated spells will function at a casting level equal to the originator). Drelb can only imitate one power at a time, and powers may only be imitated once. Additionally, imitated powers must be used within four rounds or they will fade from the drelb's cognizance (note that spell durations etc. are not affected by this limitation: the full duration of a power is gained by the drelb, as long as the power is initiated within four rounds).
*Drelb receive a +8 bonus to Hide checks when used in darkened or shadowed locations.
Some creatures are incorporeal by nature, while others (such as those that become ghosts) can acquire the incorporeal subtype. An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It has immunity to all nonmagical attack forms. Even when hit by spells, including touch spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Non-damaging spell attacks affect incorporeal creatures normally unless they require corporeal targets to function (such as the spell implosion) or they create a corporeal effect that incorporeal creatures would normally ignore (such as a web or wall of stone spell). Although it is not a magical attack, a hit with holy water has a 50% chance of affecting an incorporeal undead creature.
An incorporeal creature's natural weapons affect both in incorporeal and corporeal targets, and pass through (ignore) corporeal natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Attacks made by an incorporeal creature with a nonmagical melee weapon have no effect on corporeal targets, and any melee attack an incorporeal creature makes with a magic weapon against a corporeal target has a 50% miss chance except for attacks it makes with a ghost touch weapon, which are made normally (no miss chance).
Any equipment worn or carried by an incorporeal creature is also incorporeal as long as it remains in the creature's possession. An object that the creature relinquishes loses its incorporeal quality (and the creature loses the ability to manipulate the object). If an incorporeal creature uses a thrown weapon or a ranged weapon, the projectile becomes corporeal as soon as it is fired and can affect a corporeal target normally (no miss chance). Magic items possessed by an incorporeal creature work normally with respect to their effects on the creature or another target. Similarly, spells cast by an incorporeal creature affect corporeal creatures normally.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature's Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid object but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects a square adjacent to its current location, but enemies have total concealment from an incorporeal creature that is inside an object. In order to see clearly and attack normally, a incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creature cannot make trip or grapple attacks against corporeal creatures, nor can they be tripped or grappled by such creatures. In fact, they cannot take any physical action that would move or manipulate a corporeal being or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Non-visual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.