Silveraith* (CR 12)
AC: 19 (+3 Dex, +6 deflection), touch 19, flat-footed 16
Hit Dice: 9d12 (74 hp)
Fort +3, Ref +6, Will +7
Speed: Fly 30 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +4; Grapple +3
Attack: Bite +7 melee
Full Attack: Bite +7 melee
Damage: 3d8+9 [Will DC 15 half], incorporeal touch
Special Attacks/Actions: magic absorption (Will DC 15)
Abilities: Str -, Dex 16, Con -, Int 21, Wis 12, Cha 13
Special Qualities: create spawn, drow traits, immunities, incorporeal subtype, SR 20, turn resistance +4, undead traits
Feats: Craft Wand; Craft Wondrous Item; Empower Spell; Enlarge Spell; Extend Spell; Scribe Scroll
Skills: Concentration +13, Hide +11, Knowledge (arcana) +11, Knowledge (the planes) +11, Listen +14, Search +15, Spellcraft +17, and Spot +14
Advancement: As base creature
Climate/Terrain: Any land and underground
City of the Spider Queen
Speed: A silveraith gains a fly speed of 30 feet (or the base creature's fly speed, if that is greater), with perfect maneuverability.
AC: The silveraith has a deflection bonus to its AC equal to 5 + its Charisma bonus (if any). As an incorporeal creature, it has no natural armor bonus.
Attacks: The silveraith can make a number of incorporeal touch attacks equal to the base creature's number of natural attacks. For example, a Small dragon silveraith would have three incorporeal touch attacks (from its bite and two claw attacks). If the silveraith has more than one incorporeal touch attack, it makes additional attacks beyond the first at a -5 penalty (unless it has the Multiattack feat). A silveraith applies its Dexterity modifier to its touch attack rolls.
Damage: A silveraith's incorporeal touch attacks function as inflict serious wounds spells that deal 3d8+1 points of damage per level (maximum 3d8+10). A successful Will save (DC 10 + 1/2 silveraith's level + silveraith's' Charisma modifier) reduces the damage by half.
Special Attacks: A silveraith retains all the base creature's supernatural and spell-like special attacks (but not its extraordinary ones) and also gains those listed below. All saving throw DCs are equal to 10 + 1/2 silveraith's HD + silveraith's Charisma modifier unless noted otherwise.
Magic Absorption (Su): A silveraith can ready an action to absorb spells targeted at it as if it were a rod of absorption. When it absorbs spell energy, it creates a backlash of negative energy that deals 1d6 points of damage per absorbed spell level to the caster of the spell (Will save for half). A negative energy protection spell negates this damage, and undead spellcasters are actually healed by this effect.
Spells: A silveraith can cast any spells it could cast while alive, except for healing spells or other spells utilizing positive energy.
Special Qualities: A silveraith retains all the base creature's supernatural and spell-like special qualities (but not its exceptional ones) and also gains those listed below.
Create Spawn (Su): An arcane or divine spellcaster killed outright by the backlash of the silveraith's magic absorption power rises as a silveraith itself in 1d4 days. If the victim would not otherwise qualify for the template, it does not become a silveraith. The silveraith exercises no special control over spawn created in this manner.
Immunities (Ex): Silveraiths are immune to cold, electricity, polymorph, and mind-affecting attacks.
Abilities: A silveraith gains +2 to Intelligence, Wisdom, and Charisma, but as an incorporeal undead creature, it has no Strength or Constitution score.
Skills: A silveraith receives a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise its skills are the same as the base creature's.
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.