Jahi (CR 16)
AC: 16 (+2 size, +4 deflection), touch 16, flat-footed 16
Hit Dice: 25d12 (162 hp)
Fort +8, Ref +10, Will +18
Speed: Fly 60 ft. (perfect)
Space: 2 1/2 ft./0 ft.
Base Attack +1; Grapple -
Attack: Incorporeal touch +14 melee
Full Attack: Incorporeal touch +14 melee
Damage: Incorporeal touch 1d3 plus 1d4 Charisma damage
Special Attacks/Actions: Charisma damage, Charisma drain, dominate person
Abilities: Str -, Dex 11, Con -, Int 15, Wis 15, Cha 18
Special Qualities: Incorporeal subtype, invest Charisma, SR 27, undead traits
Feats: Ability Focus (dominate person); Alertness; Blind-fight; Combat Expertise; Flyby Attack; Improved Initiative; Iron Will; Lightning Reflexes; Quicken Spell-Like Ability
Skills: Balance +2, Bluff +19, Diplomacy +25, Escape Artist +23, Hide +26, Intimidate +6, Jump +2, Listen +22, Search +20, Sense Motive +20, Spot +22, and Tumble +23
Advancement: 26-50 HD (Tiny)
Climate/Terrain: Any land and underground
Organization: Solitary or harim (1 plus 1 14th-level chosen one and 4-20 7th-level followers)
Treasure/Possessions: Double standard
Monster Manual II
Charisma Damage (Su): Any creature hit by a incorporeal touch attack takes 1d4 points of Charisma damage (or twice amount on a critical hit). The jahi heals 5 points of damage (or 10 on a critical whenever it deals Charisma damage.
Charisma Drain (Su): Each day, a jahi's chosen one (if any) must make a Fortitude save (DC 26) or permanently lose 1d3 points of Charisma. The jahi heals 5 point damage whenever it drains Charisma, gaining any excess as temporary hit points.
Dominate Person (Sp): Up to four times per day, a jahi can use dominate person (caster level 20th; save DC 20).
Invest Charisma (Ex): After draining all the Charisma from its chosen one, a jahi can automatically adhere to that creature (usually by wrapping around its throat or chest) and replace the lost Charisma with its own. While so invested, the creature uses the jahi's Charisma for all Charisma-based checks. This investment lasts as long as the jahi and the chosen one are in physical contact. If seriously threatened, or if it decides to select another chosen one, the jahi detaches, removing the investment of its Charisma. At that point, the chosen one's Charisma score falls to 0 and he or she becomes unconscious until at least 1 point of Charisma has been regained.
Jahis are sometimes countered alone, but more often they have numerous enslaved individuals nearby. If encountered alone, monster selects the individual with the most pleasing appearance as its chosen one. If it can successfully dominate that opponent, it drains his or her Charisma and replaces it its own.
The jahi is an incorporeal undead made of unfulfilled desires. It attacks by magically dominating its prey. The jahi appears as a ghostly image of a serpentine, scaled worm with three elongated faces. Normally, it is found wrapped around the throat or chest of a creature it bas selected to be its 'chosen one.'
A jahi prefers to work behind the mask of its chosen one, letting the blame for any excesses fall upon the latter. Once it has a chosen one, the monster begins to accumulate a group of dominated followers, who form the nucleus of a debauched cult dedicated to the jahi's worship. The creature feeds of the Charisma of these followers, all the while encouraging them to greater heights of hedonistic excess.
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.