Mortif* (CR 1/2)
Medium Outsider (Native)
Alignment: Usually neutral (any)
Initiative: +0; Senses: darkvision 60 ft.
AC: 17 (+5 chainmail, +2 heavy shield) touch 10, flat-footed 17
Hit Dice: 1d8 (4 hp)
Fort +2, Ref +0, Will +0
Speed: 30 ft. (20 ft. in chainmail)
Space: 5 ft./5 ft.
Base Attack +1; Grapple +1
Attack: Short sword +2 melee or light crossbow +1 ranged
Full Attack: Short sword +2 melee or light crossbow +1 ranged
Damage: Short sword 1d6/19-20, light crossbow 1d8/19-20
Special Attacks/Actions: Chill touch
Abilities: Str 13, Dex 11, Con 10, Int 10, Wis 11, Cha 12
Special Qualities: resistance to cold 5 and electricity 5
Skills: Intimidate +7, Move Silently -5, and Ride +4
Advancement: By character class
Climate/Terrain: Temperate plains
Organization: Solitary, pair, or team (2-4)
Chill Touch (Sp): A mortif can use chill touch once per day as a 1st-level caster or as a caster of his character level, whichever is higher. Using this ability relieves some of the psychic pressure of the mortif's heritage and is a pleasurable experience.
Skills: A mortif has a +2 racial bonus on Intimidation and Move Silently checks.
A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).
Unlike true outsiders, native outsiders need to eat and sleep.
This is a sample creature derived from a Template.