The Splatter Man Hean Feramin
Male old ghost wizard 8
CR 6
CE Medium undead (augmented human, incorporeal)
Init +1; Senses darkvision 60 ft.; Perception +10
==DEFENSE
AC 14, touch 14, flat-footed 13 (+3 deflection, +1 Dex)
hp 62 (8d6+32)
Fort +5, Ref +3, Will +8
Defensive Abilities channel resistance +4, incorporeal, rejuvenation;
Immune undead traits
==OFFENSE
Speed fly 30 ft. (perfect)
Melee corrupting touch +5 (6d6; Fort DC 17 half )
Special Attacks dream whisper, hand of the apprentice (8/day), metamagic mastery (1/day)
==Wizard Spells Prepared (CL 8th; concentration +13)
4th--maximized magic missile (2), empowered summon monster II
3rd--dispel magic, empowered magic missile (2)
2nd--invisibility, summon monster II (4)
1st--magic missile (6)
0 (at will)--detect magic, light, mage hand, read magic
==STATISTICS
Str --, Dex 13, Con --, Int 20, Wis 14, Cha 17
Base Atk +4; CMB +5; CMD 18
Feats Brew Potion, Combat Casting, Empower Spell, Maximize Spell, Scribe Scroll, Skill Focus (Linguistics), Spell Mastery (comprehend languages, dispel magic, invisibility, magic missile, summon monster II)
Skills Bluff +11, Diplomacy +11, Fly +9, Intimidate +14, Knowledge (arcana) +16, Knowledge (planes) +16, Linguistics +19, Perception +10, Sense Motive +13, Spellcraft +16, Stealth +12
Languages Abyssal, Aklo, Auran, Azlanti, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Orc, Osiriani, Thassilonian, Varisian
SQ arcane bond (familiar—none currently)
==SPECIAL ABILITIES
Corrupting Touch (Su) By passing part of its incorporeal body through a foe's body as a standard action, The Splatter Man inflicts 6d6 damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.
Dream Whisper (Su) The Splatter Man cannot physically leave his lair, but he can extend his consciousness outside of this area to touch the dreams of sleeping mortals once every nights. This allows the Splatter Man to send visions and hideous dreams to a single sleeping creature within a mile. The target can resist these dreams with a DC 17 Will save; otherwise, the target is affected by the dreams as if by a nightmare spell (the victim gains the same Will save modifiers as afforded to those who are targeted by an actual nightmare, meaning that once the Splatter Man has firsthand knowledge of a creature after it fails the Will save, he tends to stick to that target on successive nights). The second time a target fails to resist the effects of the Splatter Man’s dream whisper, the Splatter Man can, instead of causing 1d10 points of damage with the nightmare effect, implant a suggestion in the dreaming creature’s mind. If the suggestion is successful, the creature immediately rises in a somnambulistic state to carry out the commands of the suggestion, which must be something the victim can accomplish before sunrise, at which point the sleepwaking victim wakens with no memory of the dream or his actions while under the influence. If the Splatter Man manages to escape Harrowstone, this ability increases in power, becoming a full-fledged ghostly malevolence ability.
Rejuvenation (Su) In most cases, it's difficult to destroy a ghost through simple combat: the “destroyed” spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace.