Ghost, Frostfell* (CR 5)

Medium Undead (Incorporeal)
Alignment: Any
Initiative: +5; Senses: darkvision 60 ft., Listen +11, and Spot +11

AC: 16 (+2 Dex, +4 deflection), touch 16, flat-footed 14, or 14 (+2 Dex, bracers of armor +2), touch 12, flat-footed 12
Hit Dice: 3d12 (19 hp)
Fort +1, Ref +3, Will +3
Speed: Fly 30 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +1; Grapple +0
Attack: Frigid touch +3 melee or ethereal dagger +0 melee
Full Attack: Frigid touch +3 melee or ethereal dagger +0 melee
Damage: Frigid touch 2d6 frostburn, ethereal dagger 1d4-1/19-20
Special Attacks/Actions: Frigid touch, horrific appearance, manifestation, spells
Abilities: Str 8, Dex 14, Con -, Int 12, Wis 10, Cha 19
Special Qualities: +4 turn resistance, immunity to cold, incorporeal traits, rejuvenation, undead traits, (base creature: 3rd-level Human Sorcerer)
Feats: Combat Casting; Improved Initiative; Scribe Scroll
Skills: Concentration +6 (+10 when casting defensively), Hide +10, Knowledge (arcana) +7, Listen +11, Search +9, and Spot +11
Advancement: -
Climate/Terrain: Any cold
Organization: Solitary
Treasure/Possessions: None

Source: Frostburn

Frigid Touch (Su): This ghost deals 2d6 points of frostburn damage with a touch attack.

Horrific Appearance (Su): Any living creature within 60 feet who views this ghost must succeed on a DC 15 Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by this ghost's horrific appearance for 24 hours.

Manifestation (Su): A ghost dwells on the Ethereal Plane and cannot affect or be affected by anything in the material world. When a ghost manifests, it partially enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost remains partially on the Ethereal Plane, where it is not incorporeal. The ghost's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

Spells: This ghost casts spells as a 3rd-level sorcerer.

Typical Sorcerer Spells Known (6/6 per day; caster level 3rd): 0 - acid splash (+3 ranged touch), daze (DC 14), detect magic, mage hand, touch of fatigue (+3 melee touch; DC 14); 1st - magic missile, silent image (DC 15), sleep (DC 15).

Rejuvenation (Su): If destroyed, this ghost restores itself in 2d4 days with a successful level check (1d20+3) against DC 16.

Possessions (all ethereal): bracers of armor +2, dagger.

This ghost attacks with its horrific appearance and frigid touch attacks first, turning to its spells only if its opponents seem to have the upper hand.

Ghosts are the spectral remains of intelligent beings killed in the frostfell, particularly those slain by supernatural phenomena such as blood snow, lightning pillars, or the terrible storm known as the Howl of the North. Frostfell ghosts are much like ghosts elsewhere (see Ghost), but they often possess unusual abilities not commonly encountered in ghosts elsewhere.

A frostfell ghost usually resembles a frozen version of the form it possessed in life, its body covered in frost, snow, and chunks of ice. Limbs may appear to be broken, the skin covered in bruises, blood oozing from the nostrils - whatever conditions existed at the time of the creature's death.

A frostfell ghost cannot leave the site of its demise, refusing to travel onward into the afterlife. Some remain in the material world to prevent others from suffering the doom that overtook them, appearing to warn travelers of the perils ahead. However, most frostfell ghosts are driven to take from the living the warmth and life that they lack, while others, riven into madness by the transition to undeath, spitefully seek to lure travelers into the same death that befell them.

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.