Spiritus Anime (CR 3)

Tiny Undead (Incorporeal)
Alignment: Usually Neutral Evil
Initiative: +4 (Dex); Senses: darkvision 60 ft. and Spot +5


AC: 18 (+2 size, +4 Dex, +2 deflection), touch 18, flat-footed 14
Hit Dice: 2d12 (13 hp)
Fort +0, Ref +4, Will +3
Speed: Fly 60 ft. (perfect)
Space: 2.5 ft./2.5 ft.
Base Attack +1; Grapple -
Attack: -
Full Attack: -
Damage: -
Special Attacks/Actions: Corpse animation
Abilities: Str -, Dex 19, Con -, Int 11, Wis 11, Cha 14
Special Qualities: Corpse home, incorporeal traits, invisibility, turn resistance +4, undead traits
Feats: Dodge
Skills: Bluff +7, Hide +17, Knowledge (local) +5, and Spot +5
Advancement: -
Climate/Terrain: Any
Organization: Solitary
Treasure: Standard

Source: Dragon #162
Dragon Compendium Vol. 1

A mist surrounds a nearby corpse. The corpse suddenly rises to its feet and looks right at you.

The spiritus animus is an invisible, undead spirit capable of entering and animating corpses. These foul creatures subsist on the death energy emitted by a dying creature. Thus, the spiritus typically lurks near areas that see frequent battles. When a fight erupts, the spiritus anime slips into the melee. When an opponent falls, the spirit animates the corpse as a zombie and attacks. In so doing, it spreads further death and destruction across the battlefield.

Between its invisibility and incorporeal nature, a spiritus anime is difficult to identify and directly injure. Its one weakness is the body it used in life. The spiritus anime must remain within 100 feet of its mortal remains. While direct attacks can destroy a spiritus anime, only the destruction of its corpse guarantees its permanent defeat.

A spiritus anime forms when a spiteful, greedy person dies while bearing a grudge. The creature's hate sustains it in undeath and drives it to spread death and havoc.

Incorporeal Subtype

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.