Ghost* (CR 7)

Medium Undead (Augmented Humanoid and Incorporeal)
Alignment: Any
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +11, and Spot +11

AC: 12 (+1 Dex, +1 deflection), touch 12, flat-footed 11; or 21 (+1 Dex, +8 full plate, +2 large shield), touch 11, flat-footed 20
Hit Dice: 5d12 (32 hp)
Fort +4, Ref +2, Will +2
Speed: Fly 30 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +5; Grapple +8
Attack: Incorporeal touch +6 melee or +8 vs ethereal foes; or masterwork bastard sword +10 melee; or masterwork shortbow +7 ranged
Damage: Incorporeal touch 1d6 (1d4+3 vs. ethereal); masterwork bastard sword 1d10+3/19-20; masterwork shortbow 1d6/x3
Special Attacks: Manifestation, corrupting touch, malevolence
Abilities: Str 16, Dex 13, Con -, Int 10, Wis 12, Cha 12
Special Qualities: incorporeal, rejuvenation, +4 turn resistance, undead traits, (5th-level human fighter)
Feats: Blind-fight; Cleave; Exotic Weapon Proficiency (bastard sword); Improved Initiative; Power Attack; Weapon Focus (bastard sword)
Skills: Climb +1, Hide -1, Listen +11, Ride +9, Search +8, and Spot +11
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary, gang (2-4), or mob (7-12)
Treasure/Possessions: None

Source: Monster Manual

This example uses a 5th-level human fighter as the base creature.


The Will save against this ghost's malevolence has a DC of 16.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.

This is a sample creature derived from a Template.