Apparition (CR 7)
AC: 15 (+2 Dex, +3 deflection), touch 15, flat-footed 13
Hit Dice: 8d12 (52 hp)
Fort +2, Ref +3, Will +7
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple -
Attack: Incorporeal touch +6 melee
Full Attack: Incorporeal touch +6 melee
Damage: Incorporeal touch 0 and strangle
Special Attacks/Actions: Strangle, create spawn
Abilities: Str -, Dex 14, Con -, Int 10, Wis 13, Cha 16
Special Qualities: Undead, detect living, incorporeal, turn resistance +2, unnatural aura, sunlight powerlessness
Feats: Alertness; Blind-fight; Improved Initiative
Skills: Hide +13, Listen +12, Search +11, and Spot +12
Advancement: 9-24 HD (Medium-size)
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-4)
The apparition attacks by fear alone. By grasping a target's throat, it attempts to actually scare the life out of him. If overpowered or if it fails in its attempt to slay a living creature it will flee.
Strangle (Su): If an apparition hits with its incorporeal touch, it can strangle an opponent. An apparition attacks by grasping a victim's throat with its incorporeal hand and implanting a suggestion in the victim's mind that the apparition can actually cause him harm. On a successful attack, the target must succeed at a Will save (DC 17) or be stricken with horror. On a successful save the suggestion fails. A failed Will save requires the victim to make another save (this time Fortitude, DC 15) or die from fright. Even on a successful Fortitude save, the victim will flee in terror for 1d6 rounds.
Detect Living (Su): An apparition can sense living creatures up to 100 feet away.
Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of an apparition 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.
Create Spawn (Su): A creature slain by an apparition will rise in 1d4 hours as an apparition. Spawn are not commanded by or under the control of the apparition who created them. They possess none of the abilities they had in life. Incorporeal: Only harmed by +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Sunlight Powerlessness (Ex): Apparitions are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. An apparition caught in sunlight cannot attack and can take only partial action.
The Apparition first appeared in the Fiend Folio (1981).
An apparition appears as a translucent skeletal humanoid dressed in rags. Its eyes glow with a pale crimson flame.
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.