Merfolk Wraith* (CR 3)
Alignment: Usually neutral evil
Initiative: +8 (Dex, Improved Initiative); Senses: low-light vision, Listen +6, and Spot +6
AC: 17 (+4 Dexterity, +3 deflection),-, -
Hit Dice: 1d12 (6 hp)
Fort +2, Ref +4, Will +2
Speed: Fly 60 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +1; Grapple -
Attack: Incorporeal touch +1 melee
Full Attack: Incorporeal touch +1 melee
Damage: Incorporeal touch 1d4 and 1d6 Constitution drain
Special Attacks/Actions: Constitution drain, create spawn
Abilities: Str -, Dex 18, Con -, Int 15, Wis 15, Cha 17
Special Qualities: Daylight powerlessness. incorporeal, undead, unnatural aura
Feats: Alertness; Improved Initiative
Skills: Listen +6 and Spot +6
Advancement: By character class
Organization: Solitary, gang (2-5), or pack (6-11)
Constitution Drain (Su): Living creatures hit by a merfolk wraith's incorporeal touch attack must succeed at a Fortitude save (DC 13) or suffer 1d6 points of Constitution drain.
Create Spawn (Su): Any humanoid slain by a merfolk wraith's Constitution drain becomes a wraith in 1d4 rounds. Spawn are under the command of the merfolk wraith that created them and remain enslaved until its death. They gain the wraith template.
Daylight Powerlessness (Ex): Merfolk wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. A merfolk wraith caught in sunlight cannot attack and can take only partial actions,
Unnatural Aura (Su): Both wild and domesticated animals can sense the or natural presence of a merfolk wraith at a distance of 30 feet. They 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.
Merfolk wraiths seldom leave their aquatic haunts.