Jiki-Ketsu-Gaki (CR 6)

Medium Undead (Spirit)
Alignment: Always chaotic evil
Initiative: +4 (Improved initiative); Senses: Listen +14 and Spot +14
Languages: usually Common

AC: 18 (+8 natural), touch 10, flat-footed 18
Hit Dice: 8d12 (52 hp); DR: 10/honorable
Fort +2, Ref +2, Will +7
Speed: 30 ft., fly 20 ft. (average)
Space: 5 ft./5 ft.
Base Attack +4; Grapple -1
Attack: Bite +6 melee; 2 claws +4 melee
Full Attack: Bite +6 melee; 2 claws +4 melee
Damage: Bite 1d6; claw 1d4+1
Special Attacks/Actions: Attach, blood drain, hypnotism
Abilities: Str 14, Dex 10, Con -, Int 12, Wis 13, Cha 15
Special Qualities: cold and fire immunity, undead, fast healing 5, gaki qualities
Feats: Alertness; Improved Initiative; Multiattack
Skills: Hide +11, Listen +14, Move Silently +11, Perform (string instruments) +13, and Spot +14
Advancement: 9-24 HD (Medium-size)
Climate/Terrain: Any land
Organization: Solitary
Treasure/Possessions: None

Source: Oriental Adventures

Attach (Ex): If a jiki-ketsu-gaki hits with its bite attack, it latches onto the opponent's body. An attached gaki is considered to be grappling, so it would lose its Dexterity bonus to AC (if it had one), and ranged attacks targeting the gaki have a 50% chance to strike the character the gaki is attached to.

Blood Drain (Ex): A jiki-kersu-gaki drains blood, dealing 1d4 points of temporary Constitution damage each round it remains attached. Once attached, it does not let go until the victim is slain or it is destroyed.

Hypnotism (Sp): A jiki-ketsu-gaki often carries a biwa, a stringed instrument resembling a lute. It can use this instrument to cause creatures within 30 feet to become fascinated by the music, acting as if they are affected by the hypnotism spell. The creatures to be fascinated must be able to hear the gaki's music, though they need not be able to see the gaki (a gaki often plays while invisible). The gaki makes a Perform check, and the target can negate the effect with a Will saving throw equal to or greater than the check result. If any creature makes a successful saving throw, the gaki cannot attempt to hypnotize that creature again for 24 hours. Creatures that fail their saving throws stop, stare blankly, and listen to the song for as long as the gaki plays and concentrates, plus 2 additional rounds after the music stops. While hypnotized, the target's Spot and Listen checks suffer a -4 penalty. Any potential threat allows the hypnotized creature a second saving throw against a new Perform check result. Any obvious threat automatically breaks the effect. This is a spell-like, mind-affecting compulsion ability.

Spell-Like Abilities: All gaki have the following abilities: at will - invisibility; 3/day - passwall. These abilities are as the spells cast by a sorcerer with as many levels as the gaki has HD (save DC 10 + gaki's Charisma modifier + spell level).

Flight (Su): A gaki can cease or resume flight as a free action.

Alternate Form (Su): All gaki can transform themselves into the form of an insect. Their statistics in this form are as follows: Fine Undead; Init +5; Spd fly as gaki; AC 19 (touch 19, flat-footed 18); Atk -; SV Ref +3; Str 1, Dex 13, Con-.

Jiki-kersu-gaki attack with clawed hands and sharp teeth, hoping to suck the blood from as many victims as possible.

Gaki are minor undead spirits, the spirits of wicked mortals who return to the world of the living in the form of horrible monsters as punishment for their sins.

Jiki-ketsu-gaki are the spirits of corrupted shamans, monks, or other holy individuals who were guilty of heresy in life. They are gaunt humanoids with dark and greasy flesh, sharp yellow fangs clawed hands, and deep-set, bloodshot eyes. They are the most intelligent of all gaki, as well as the most talkative - they normally communicate in normal speech. They feed on humanoid blood.

Spirit Subtype

Spirit creatures include some fey and elementals (nature spirits), outsiders (celestial spirits), undead (ghosts and ancestors), and even dragons. Spirit creatures are nor necessarily incorporeal, despite their name - in the worlds of Oriental Adventures, some spirits are as much flesh and bone as humans are. The only game effect of the spirit type modifier is that spirit creatures are all affected by spells such as commune with greater spirit, invisibility to spirits, and protection from spirits.