Spectral Savant (CR 13)
AC: 20 (incorporeal), touch 20, flat-footed 18
Hit Dice: 11d12 (71 hp); DR: 10/magic
Fort +3, Ref +5, Will +9
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +5
Attack: Melee touch +5
Full Attack: melee touch +5
Damage: Touch 1d6 cold plus energy drain and siphon power
Special Attacks/Actions: energy drain, siphon power
Abilities: Str -, Dex 14, Con -, Int 23, Wis 14, Cha 16
Special Qualities: Turn resistance +4, incorporeal traits, undead traits, Resist cold 10, electricity 10, ( Male human telepath 11)
Feats: Combat Manifestation; Craft Cognizance Crystal; Craft Dorje; Imprint Stone; Power Penetration; Psionic Body; Psionic Endowment; Psionic Meditation
Skills: Concentration +17, Diplomacy +19, Hide +10, Knowledge (psionics) +20, Knowledge (the planes) +20, Listen +10, Move Silently +10, Psicraft +20, Search +14, Sense Motive +24, and Spot +10
Organization: Solitary, pair, or troupe (1-2 plus 3-5 psion/psychic warrior pupils)
Power Points/Day - Psion Powers Known (ML 11th): 6th - mind switch (DC 22)*; 5th - metaconcert, power resistance, psychic crush (DC 21), tower of iron will; 4th - energy adaptation, psionic dimension door, psionic dominate (DC 20)*, trace teleport; 3rd - body adjustment, dispel psionics, energy burst (DC 19)*, hostile empathic transfer (DC 19)*; 2nd - brain lock (DC 18)*, ego whip (DC 17)*, energy push (DC 18)*, psionic tongues; 1st - crystal shard, detect psionics, inertial armor, mindlink, psionic charm (DC 17)*; *The save DCs for these powers might increase with the use of augments
Energy Drain (Su): Living creatures hit by a spectral savant's slam attack (or any other natural weapon the spectral savant might possess) gain one negative level. For each negative level bestowed, the spectral savant gains 5 temporary hit points that last for up to 1 hour. A spectral savant can use its energy drain ability once per round.
Siphon Power (Su): A spectral savant can make a touch attack once per round and drain a number of power points from a living psionic character or creature, equal to its HD or lower. For creatures that possess only psi-like abilities, the spectral savant drains one use of the highest-level ability available to that creature, gaining a number of power points appropriate to the ability plus any augmentations, based on the manifester level of the creature. If the number of power points that the spectral savant would receive exceeds 11, the remaining power points are lost to the spectral savant. A spectral savant cannot attempt to draw more than its HD in power points in a single attack, from a creature that normally uses power points, simply to make them unavailable to that creature.
A spectral savant is an undead psion who has discovered the means to extend his life unnaturally. While spectral savants retain the powers they had in life, they no longer have a pool of power points to draw upon. They must instead, siphon power points from living psionic characters and creatures.
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.