Deadwood Revenant (CR 6)
AC: 18 ( +4 Dex, +4 deflection), touch 18, flat-footed 14 (50% miss chance - incorporeal)
Hit Dice: 6d12 (39 hp)
Fort +2, Ref +8, Will +7
Speed: 30 ft., fly 30 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +3; Grapple -
Attack: 2 darkfire rays +7 ranged
Damage: darkfire rays 1d10
Special Attacks/Actions: True curse
Abilities: Str -, Dex 19, Con -, Int 14, Wis 15, Cha 18
Special Qualities: Undead immunities, undead traits, incorporeal traits, Spell-Like Abilities (CL 6th): At will-bestow curse (DC 20), entangle (DC 13), speak with plants; 3/day-charm person (DC 13), deep slumber (DC 15), tree stride, charm animal (DC 13), inflict light wounds (DC 13) 1/day-suggestion (DC 15)
Feats: Ability Focus (bestow curse), Dodge, Lightning Reflexes
Skills: Hide +13, Intimidate +13, Knowledge (nature) +11, Listen +11, Spot +11, and Survival +11
Advancement: Advancement by character class; Favored Class druid
Curse Upon Mankind (Su): The presence of a deadwood revenant has an ill effect on the fate of humanoids, for her very existence is an act of sacred retribution against them. Any humanoid within 120 feet of a deadwood revenant suffers a -2 penalty on all attacks, saving throws, and skill and ability checks.
If the existence of a deadwood revenant is caused by non-humanoids, then her ability might affect creatures of a different type, although this is rare.
Darkfire Ray (Su): A deadwood revenant fights by hurling raw death energy at her foes. This is similar to a negative energy attack but damages undead just as it does living creatures. It functions as a ray (ranged touch attack) with a range of 50 feet and overcomes damage reduction of any type.
True Curse (Su): Four times per day, as a full round action, a deadwood revenant may bestow an even more powerful curse on a creature she has already cursed with her bestow curse ability. The target, no matter how far away, must then succeed at a DC 20 Will save. Failure indicates that no spell short of a wish or miracle can lift the curse for as long as the deadwood revenant exists.
Because of the bond forged between the victim's fate and the deadwood revenant's existence, anyone affected in this way who is aware of the cause of his curse may attempt a DC 22 Wisdom check once per round as a standard action to learn the exact distance and direction to the deadwood revenant's current location.
Deadwood revenants are ghostlike beings who arise when a dryad's sacred oak is among the trees felled in a massive act of deforestation. Nature itself is the source of the dark energies that give the restless soul of the dryad unlife: its very existence is an act of retribution against mankind. Deadwood revenants exist to make humanoids pay for their crimes against nature.
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.