Spellstitched Ghast* (CR 4)
Alignment: Always chaotic evil
Initiative: +3 (Dex); Senses: Spot +8
AC: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Hit Dice: 4d12+3 (29 hp); DR: 5/magic or silver
Fort +3, Ref +6, Will +8
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +3
Attack: Bite +5 melee
Full Attack: Bite +5 melee and 2 claws +3 melee
Damage: Bite 1d8+3 plus paralysis, Claw 1d4+1 plus paralysis
Special Attacks/Actions: Ghoul fever, paralysis, stench, spell-like abilities
Abilities: Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Special Qualities: SR 18, +4 turn resistance, undead traits
Feats: Multiattack; Toughness
Skills: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, and Spot +8
Ghoul Fever (Su): Disease-bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
Paralysis (Ex): Anyone hit by a spellstitched ghast's bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves are vulnerable to this paralysis. The save DC is Charisma-based.
Stench (Ex): The stink of death and corruption surrounding a ghast is overwhelming, and living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same spellstitched ghast's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.
Spell-Like Abilities: 3/day - darkness, magic missile; 1/day - flame arrow, Melf's acid arrow (+5 ranged touch), obscuring mist, vampiric touch (+5 melee touch). Caster level 4th.
A spellstitched ghast uses its spell-like abilities to begin a battle, resorting to its natural attacks when an opponent closes to melee range or its spell abilities are exhausted. Aware of its increased and potent defenses, it doesn't fear divine spellcasters as it once did.
Spellstitched creatures are undead that have been powerfully enhanced and fortified by arcane means. They are more difficult to attack in melee and more resistant to being turned, and they gain the ability to cast spells. The process is much more effective when applied to intelligent undead than those that are mindless, since intelligent undead can discharge their spells tactically.
A spellstitched undead can be identified by the runes that cover its body, either carved into its skeletal remains or tattooed onto its rotting flesh. Under casual observation or while in combat, the runes can be noticed only with a DC 15 Spot check, otherwise simply appearing to be cracks in the creature's bones or wrinkles in its skin.
Spellstitched creatures can be created only by a wizard or sorcerer with the Craft Wondrous Item feat and of sufficient level to cast the spells to be imbued within the undead's body. The creation process takes a number of days equal to the Wisdom score of the undead creature being spellstitched (so a minimum of 10 days) and requires the expenditure of 1,000 gp for carving or tattooing materials in addition to 500 XP x the undead creature's Wisdom score.
Undead with arcane spellcasting abilities can spellstitch themselves.