Shade
Monster Junkie
Here's a start on a sample skelter:
Skelter, 5th-Level Human Fighter/1st-Level Demon Bloodline (major)
Medium Undead (Augmented Humanoid)
Hit Dice: 5d12 (32 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
AC: x (+1 Dex, +3 natural, +x armor), touch x, flat-footed x
Base Attack/Grapple: +5/+8
Attack: Touch +6 melee (1d8+4 plus energy drain) or +1 longsword +9 melee (1d8+4/19-20)
Full Attack: Touch +6 melee (1d8+4 plus energy drain) or +1 longsword +9 melee (1d8+4/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Command undead, create spawn, energy drain
Special Qualities: Damage reduction 10/silver or magic, darkvision 60 ft., demon affinity, immunity to cold and mind-affecting attacks, resistance to electricity 5, +2 turn resistance, undead traits
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 17, Dex 13, Con -, Int 14, Wis 8, Cha 18
Skills: Climb +11, Jump +11, Move Silently +3
Feats: Power Attack (B), 2 more, 3 FBFs
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +4
Command Undead (Su): This skelter can rebuke or command undead as a 6th-level cleric.
Create Spawn (Su): Any humanoid or monstrous humanoid slain by a skelter's energy drain attack becomes a zombire in 1d4 rounds. Zombire spawn are under the command of the spectre that created them and remain enslaved until its death. Creatures possessing a bloodline slain by a skelter instead become free-willed skelters.
Demon Affinity (Ex): Because of its bloodline, this skelter gains a +2 bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with demons.
Energy Drain (Su): Living creatures hit by a skelter's touch attack gain one negative level. For each such negative level bestowed, the skelter gains 5 temporary hit points. The Fortitude save DC to remove the negative level after 24 hours is 17. The save DC is Charisma-based.
Skelter, 5th-Level Human Fighter/1st-Level Demon Bloodline (major)
Medium Undead (Augmented Humanoid)
Hit Dice: 5d12 (32 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
AC: x (+1 Dex, +3 natural, +x armor), touch x, flat-footed x
Base Attack/Grapple: +5/+8
Attack: Touch +6 melee (1d8+4 plus energy drain) or +1 longsword +9 melee (1d8+4/19-20)
Full Attack: Touch +6 melee (1d8+4 plus energy drain) or +1 longsword +9 melee (1d8+4/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Command undead, create spawn, energy drain
Special Qualities: Damage reduction 10/silver or magic, darkvision 60 ft., demon affinity, immunity to cold and mind-affecting attacks, resistance to electricity 5, +2 turn resistance, undead traits
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 17, Dex 13, Con -, Int 14, Wis 8, Cha 18
Skills: Climb +11, Jump +11, Move Silently +3
Feats: Power Attack (B), 2 more, 3 FBFs
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +4
Command Undead (Su): This skelter can rebuke or command undead as a 6th-level cleric.
Create Spawn (Su): Any humanoid or monstrous humanoid slain by a skelter's energy drain attack becomes a zombire in 1d4 rounds. Zombire spawn are under the command of the spectre that created them and remain enslaved until its death. Creatures possessing a bloodline slain by a skelter instead become free-willed skelters.
Demon Affinity (Ex): Because of its bloodline, this skelter gains a +2 bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with demons.
Energy Drain (Su): Living creatures hit by a skelter's touch attack gain one negative level. For each such negative level bestowed, the skelter gains 5 temporary hit points. The Fortitude save DC to remove the negative level after 24 hours is 17. The save DC is Charisma-based.