Insanity Stalker

Insanity Stalker                                                                CR 26

XP 245760

CE Huge Aberration (Incorporeal)

Init +20; Senses Detect Thoughts, Darkvision 60ft; Perception +45

Auras Fear Aura (100ft., DC 40)

DEFENSE
AC 38, touch 38, flat-footed 21 (-2 size, +16 Dex, +1 dodge, +13 deflection)

hp 403 (35d8+245)

Fort +19, Ref +29, Will +28

DR 20/Silvered Immunities Critical Hit, Sneak Attack

OFFENSE
Speed 50 ft.

Melee 4 wings touch +41 (8d6+0/19-20,x3 plus 2d6 wis drain)

Space 15 ft.; Reach 15 ft.

Spell-Like Abilities (CL 35; concentration +48)

The save DC against a Insanity Stalker's spells is 23+ spell level. A Insanity Stalker's spells use Charisma as the primary casting attribute.

At Will: Insanity

Sorcerer spells known: (CL 20, Concentration +33)

9th-(8/day, DC 32) Prismatic Sphere, Summon Monster IX, Power Word Kill

8th-(8/day, DC 31) Screen, Clone, Sunburst

7th-(8/day, DC 30) Mass Hold Person, Greater Shadow Conjuration, Greater Teleport

6th-(8/day, DC 29) Freezing Sphere, Control Water, Eyebite

5th-(9/day, DC 28) Blight, Cone of Cold, Hold Monster, Break Enchantment

4th-(9/day, DC 27) Phantasmal Killer, Contagion, Beast Shape II, Rainbow Pattern

3rd-(9/day, DC 26) Lighting Bolt, Gaseous Form, Protection from Energy, Flame Arrow

2nd-(9/day, DC 25) False Life, Blindness/Deafness, Obscure Object, Detect Thougths, Spectral Hand

1st-(10/day, DC 24) Jump, Mage Armor, Ray of Enfeeblement, Shocking Graps, Expeditious Retreat

0th-(at will, DC 23) Prestidigitation, Flare, Acid Splash, Ray of Frost, Read Magic, Message, Arcane Mark, Light, Read Magic

Special Attacks Pounce, Hinder Spellcasting, Faith-Stealing Strike (DC 40), 10d6 Sneak Attack

STATISTICS
Str 0, Dex 42, Con 22, Int 26, Wis 24, Cha 37

Base Atk +26; CMB +44; CMD 49

Feats Critical Focus, Diehard, Dodge, Great Fortitude, Greater Vital Strike, Improved Critical (wing), Improved Initiative, Improved Natural Armor, Iron Will, Lightning Reflexes, Lunge, Mobility, Multiattack, Power Attack, Skill Focus (Stealth), Toughness, Vital Strike, Weapon Focus (wing)

Skills: Bluff +51, Intimidate +51, Perception +45, Stealth +54

Languages Undercommon (Cannot Speak)

SQ Aberration Traits, Incorporeal, Natural Invisibility

SPECIAL ABILITIES
Pounce (Ex)

When a Insanity Stalker makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).

Wisdom Drain (Su)

When a Insanity Stalker touches its foe, it causes 8d6 negative energy damage. Victims hit by a critical on this wing-based attack also suffer 2d6 wisdom drain unless they succeed on a DC 40 Fortitude Save. The save DC is Charisma-based.

Hinder Spellcasting (Ex)

Whenever a creature attempts to cast a spell in a Insanity Stalker's space or an area it threatens, the caster must make a concentration check of DC 20 + spell level. Using skills that involve patience and concentration requires a DC 20 Will save.

Faith-Stealing Strike (Su)

When a Insanity Stalker's natural attack or melee weapon damages a creature capable of casting divine spells, that creature must make a DC 40 will save or become unable to cast divine spells for 1 round. Once a creature makes this save, it is immune to further faith-stealing strikes from that particular Insanity Stalker The save DC is charisma-based.

Aberration Traits

An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.

-Darkvision 60 feet.

-Aberrations breathe, eat, and sleep.

Incorporeal (Ex)

A Insanity Stalker has no physical body. It can only be harmed by other incoporeal creatures, magic weapons, or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only hav ea 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

An incorporeal creature can enter or pass through solid objects, 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 within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the 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.

An incorporeal creature's attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage.

Incorporeal creatures canot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equiment, 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 Perception checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineefective 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.

Natural Invisibility (Ex)

A Insanity Stalker is constantly invisible at all times, even when attacking. As this ability is inherent, it is not subject to the invisibility purge spell. Against foes that cannot pinpoint it, the Insanity Stalker gains a +20 bonus on Stealth checks when moving, or +40 when standing still—these bonuses are not included in the statistics above.

Fear Aura (Su)

A Insanity Stalker radiates a 50ft. aura that will affect everyone entering or standing within as the 'Fear' spell. This is a mind-affecting fear effect that allows a DC 40 will save to negate. The save DC is charisma-based.

Detect Thoughts (Su)

A Insanity Stalker can 'Detect Thoughts' as the spell of the same name (as an 18th level caster). A Insanity Stalker can suppress or resume this ability as a free action. When a Insanity Stalker uses this ability, it always functions as if it had spent 3 rounds concentrating and thus gains the maximum amount of information possible. The will save DC to resist this effect is 40. The save DC is charisma-based.