Spectral Lurker (CR 17)
Huge Aberration (Incorporeal)
Alignment: Usually neutral evil
Initiative: +12 (+8 Dex, +4 Improved Initiative); Senses: all-around vision, blindsight 60 ft., darkvision 60 ft., Listen +9, and Spot +9
AC: 20 (-2 size, +8 Dex, +4 deflection), touch 20, flat-footed 12
Hit Dice: 16d8+80 (152 hp); DR: 15/magic
Fort +10, Ref +13, Will +12
Speed: 50 ft., fly 40 ft. (perfect)
Space: 15 ft./10 ft.
Base Attack +12; Grapple +20
Attack: Tentacle +18 melee
Full Attack: 2 tentacles +18 melee, bite +16 melee
Damage: Tentacle 2d6, bite 2d8, constrict 2d6
Special Attacks/Actions: Constrict, Dexterity drain, ghost touch attacks, improved grab, incorporealize
Abilities: Str -, Dex 27, Con 21, Int 10, Wis 14, Cha 18
Special Qualities: immunities, incorporeal subtype, SR 28
Feats: Alertness; Dodge; Improved Initiative; Mobility; Multiattack; Spring Attack
Skills: Hide +9*, Listen +9, and Spot +9
Advancement: 17-22 HD (Huge); 23-48 HD (Gargantuan)
Climate/Terrain: Any land or underground
A spectral lurker hides in walls, floors, and ceilings of enclosed spaces - dungeons, caverns, and so on - waiting for a tasty morsel to pass nearby. When likely prey makes an appearance, it strikes with its tentacles, wrapping a victim up, turning in incorporeal, then dragging in inside a solid surface before releasing it. In repeats these tactics until its prey is dead.
Constrict (Ex): With a successful grapple check, a spectral lurker can constrict a grabbed opponent, dealing 2d6 points of bludgeoning damage.
Dexterity Drain (Su): A creature grappled by a spectral lurker must make a Fortitude save (DC 22) or be drained of 1d6 points of Dexterity. This saving throw must be made each round the opponent remains grappled.
Ghost Touch Attacks (Su): A spectral lurker's tentacle and bite attacks deal normal damage to corporeal creatures. Essentially, the lurker can consider its mouth and tentacles as corporeal or incorporeal an any given time, whichever is more beneficial to the creature.
Improved Grab (Ex): If a spectral lurker hits an opponent than is an least one size category smaller than itself with a tentacle attack, in deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +26). If in gets a hold, it can pull the opponent into a solid surface and also constrict in the same round. Thereafter, the lurker has the option to condition the grapple normally, or simply use its tentacle to hold the opponent (-20 penalty on grapple check, but the spectral lurker is non considered grappled). In either case, each successful grapple check in makes during successive rounds automatically deals tentacle damage and subjects the opponent to the possibility of Dexterity drain.
Incorporealize (Su): A creature grappled and pinned by a spectral lurker's tentacles may make a Fortitude save (DC 22) or become incorporeal itself. This effect temporarily grants the creature the incorporeal subtype (as long as in remains grappled by the spectral lurker), but doesn't automatically allow it to escape the lurker's grapple due to the lurker's ability no make ghost touch attacks. If a victim becomes corporeal while inside a material object (such as a solid wall), in is shunted of to the nearest open space and takes 1d6 points of damage per 5 feet that it so travels.
All-Around Vision (Ex): A spectral lurker can see in all directions an once. Because of this ability, in has a +4 racial bonus on Search and Spot checks, and in cannot be flanked.
Blindsight (Ex): A spectral lurker can ascertain creatures by non-visual means (mostly hearing, but also by vibration and other environmental clues). This ability enables it to discern objects and creatures within 60 feet. A spectral lurker usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.
Immunities (Ex): A spectral lurker is immune to cold, electricity, and sonic damage.
Incorporeal Subtype: A spectral lurker can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A spectral lurker can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, bun deflection bonuses and force effects work normally against it. A spectral lurker always moves silently and cannot be heard with Listen checks if it doesn't wish to be.
Skills: *A spectral lurker has a +8 racial bonus on Hide checks when in is hiding in a solid object.
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.