Remnant

Remnant     CR 9

XP 6,400
CE Medium undead (incorporeal)
Init +7; Senses darkvision 60 ft.; Perception +12
Aura unnatural aura (30 ft.)

DEFENCE
AC 17, touch 17, flat-footed 14; (+4 deflection, +3 Dex)
hp 68 (8d8+32)
Fort +6, Ref +5, Will +8
Defencive Abilities channel resistance +4, incorporeal; Immune undead traits; SR 25
Weaknesses sunlight powerlessness

OFFENCE
Speed 40 ft., fly 80 ft. (perfect)
Melee incorporeal touch +9 (1d8 plus 1d6 Intelligence drain)
Special Attacks create spawn

STATISTICS
Str —, Dex 16, Con —, Int 10, Wis 14, Cha 18
Base Atk +6; CMB +9; CMD 23
Feats Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Skills Fly +11, Knowledge (arcana) +11, Perception +13, Spellcraft +11, Stealth +14

ECOLOGY
Environment underground
Organization solitary
Treasure no coins or goods; 100% magic items

SPECIAL ABILITIES
Create Spawn (Su) Any arcane spellcaster slain by a remnant becomes a remnant in 1d4 rounds. His body is consumed by a rush of magical forces, and his spirit remains. Spawn are under the command of the remnant that created them and remain enslaved until the remnant’s death. The spawn do not possess any of the abilities they had in life.
Intelligence Drain (Su) Living creatures hit by a remnant’s incorporeal touch attack must succeed on a DC 18 Will save or take 1d6 points of Intelligence drain. The save DC is Charisma-based. On each such successful attack, the remnant gains 5 temporary hit points.
Sunlight Powerlessness (Ex) Remnants are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. A remnant caught in sunlight cannot attack and can only take a single move or attack action.
Unnatural Aura (Su) Animals do not willingly approach within 30 feet of a remnant, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check.

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