Ghost Brute Hound* (CR 3)

Medium Undead (Incorporeal and Augmented Animal)
Alignment: Usually neutral
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, scent, Listen +13, and Spot +13

AC: 14 (+2 Dex, +2 deflection), touch 14, flat-footed 12 [vs MP Opp] ; 16 (+2 Dex, +4 natural) touch 12, flat-footed 14 [vs Ether Opp]
Hit Dice: 2d12 (13 hp)
Fort +3, Ref +5, Will +1
Speed: Fly 30 ft.(perfect)
Space: 5 ft./5 ft.
Base Attack +1; Grapple - o
Attack: None or Bite +3 melee
Full Attack: None or Bite +3 melee
Damage: None or Bite 1d6+3 plus 1d6 negative energy
Special Attacks/Actions: Slavering doom
Abilities: Str -, Dex 15, Con -, Int 2, Wis 12, Cha 15
Special Qualities: incorporeal traits, manifestation, rejuvenation, undead traits, +2 turn resistance
Feats: Alertness; Track
Skills: Hide +8, Jump +4, Listen +13, Search +8, Spot +13, Survival +1 (+9 when tracking by scent), and Swim +3
Climate/Terrain: Any land
Organization: Solitary
Treasure/Possessions: None

Source: Libris Mortis

Slavering Doom (Su): A ghost hound's jaws drip with glowing ectoplasmic drool. The ectoplasm dissipates on contact with nonliving material, but if it touches a living being, that opponent must make a successful DC 13 Fortitude save or take 1d6 points of negative energy damage. The drool might be delivered through a bite attack or simply sprayed onto a nearby creature. The save DC is Charisma-based.

Manifestation (Su): As an ethereal creature, a ghost hound cannot affect or be affected by anything in the material world. When it manifests, the ghost hound becomes visible but remains incorporeal. A manifested ghost hound remains on the Ethereal Plane but can be attacked by opponents on both the Material and Ethereal planes.

Rejuvenation (Su): A ghost hound that would otherwise be destroyed returns to its old haunts in 2d4 days with a successful level check (1d20 + 2) against DC 16. A ghost hound is tied more closely to other beings than more intelligent spirits. Often it is the companion of a ghostly being, but it may also become fascinated with or enraged by a living creature that intrudes on its domain. It always returns to the object of its attachment rather than to a set location.

Skills: A ghost hound gains a +8 racial bonus on Hide, Listen, Search, and Spot checks. It also has a +8 racial bonus on Survival checks when tracking by scent. (These bonuses are already factored into the statistics above.)

Against ethereal opponents, a ghost hound can bring to bear its vicious bite, which also deals 1d6 points of negative energy damage.

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.