Crossroads Guardian (CR 7)

Huge Fey (Incorporeal)
Alignment: Always neutral
Initiative: +1 (Dex); Senses: Listen +25 and Spot +25
Languages: telepathy 100 ft.,

AC: 11 (-2 size, +1 Dex, +2 deflection from Charisma), touch 11, flat-footed 10
Hit Dice: 16d6+32 (88 hp)
Fort +7, Ref +11, Will +16
Speed: 20 ft., fly 40 ft. (perfect), swim 20 ft.
Space: 15 ft./15 ft.
Base Attack +8; Grapple -
Attack: Incorporeal touch +9 melee
Full Attack: Incorporeal touch +9 melee
Damage: Incorporeal touch 1d12
Special Attacks/Actions: Summon satyr
Abilities: Str -, Dex 13, Con 15, Int 15, Wis 18, Cha 15
Special Qualities: Incorporeal, guardian qualities
Feats: Alertness; Combat Reflexes; Combat Expertise; Dodge; Iron Will; Mobility
Skills: Bluff +21, Decipher Script +21, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +23, Knowledge (nature) +23, Listen +25, Sense Motive +23, Spot +25, and Survival +23 (+25 aboveground natural environments)
Advancement: 16-32 HD (Gargantuan)
Climate/Terrain: Any
Organization: Solitary
Treasure/Possessions: None

Source: Magic of Faerûn

Summon Satyr (Ex): Once per day, a crossroads guardian can attempt to summon 1d3 satyrs with pipes with a 35% chance of success. This ability has a duration of 1 hour.

Incorporeal: Crossroads guardians can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 5O% chance to ignore any damage from a corporeal source. They can pass through solid objects at will, and their attacks pass through armor. They always move silently.

Telepathy (Su): Guardians communicate telepathically with any creature within 100 feet that has a language.

Guardian Qualities: Guardians must stay within 50 feet of the crossroads they protect.

Crossroads guardians seek to avoid combat. They use their summon satyr ability if threatened.

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.