how aboot this:
COMBAT
Yesorkh uses her ability to possess other creatures to further her machinations. She spends a good deal of her time inhabiting other creatures’ bodies. In combat, she will use whatever capabilities her victim has, and will show no concern for the condition of the victim. She will tend to abandon her victim’s body when it loses two thirds of its hit points if the battle is going badly for her.
Cold Beam (Su): Yesorkh can create a beam of cold, once per day. The beam is shaped like a cone 50 feet long and 20 wide at the base, and causes 3d8 points of cold damage to all creatures within it (Reflex save DC 18 for half). The save DC is Constitution-based.
Ice Shards (Su): Yesorkh can fire shards of ice from her hands, once per day, up to 5 feet away. These shards cause 2d8 points of cold damage to a single target (Reflex save DC 17? for half). The save DC is Dexterity-based.
Possession (Su): Yesorkh has the ability to possess the body of any creature, once per week. Yesorkh must succeed on a melee touch attack and she gains control over a creature if it fails a Will save (DC X). While possessing a creature, Yesorkh has access to the victim’s surface thoughts, and she can use any of the possessed creature’s special attacks and special qualities. Yesorkh can also cast her arcane spells if the possessed creature has a humanoid form. The save DC is Charisma-based.
The creature remains possessed by Yesorkh indefinitely, until she returns to her own body or possesses another creature. The banishment spell will drive her from her victim’s body as will a remove curse spell cast by an 8th-level or higher caster.
Yesorkh can relinquish control over her victim as a free action. In this form, she appears as a shadowy version of herself. She is incorporeal and can move at a speed of 120. She can reenter her own body as a free action by touching it.
When Yesorkh leaves a creature’s body, willingly or unwillingly, the victim collapses in a state of shock for 1d10 minutes.
Screech (Su): Ba'atun can emit a loud, piercing and chilling screech as a free action. All creatures within 60 feet of the ba’atun must make a successful Will save (DC 19?) or be struck by fear and be cowering for one full round. Each round that the screeching lasts, victims must make another successful saving throw at the beginning of initiative to be able to act. Only one saving throw per round is required (at the highest DC within range of each character), no matter how many ba'atun there are. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.
Spells: Yesorkh is a 9th-level wizard. She has access to the following spells: 0 – acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue; 1st – charm person, magic missile, ventriloquism; 2nd – darkness, invisibility, mirror image, protection from arrows; 3rd – haste, lightning bolt; 4th – dimension door, lesser globe of invulnerability; 5th – summon monster V. The save DCs are Intelligence-based.
Typical Wizard Spells Prepared (4/6/5/4/3/2; save DC 15 + spell level); 0 – x; 1st – charm person, magic missile (x2), ventriloquism; 2nd – darkness, invisibility, mirror image, protection from arrows; 3rd – haste, lightning bolt; 4th – dimension door, lesser globe of invulnerability; 5th – summon monster V.
Wall of Ice (Sp): Yesorkh can create a wall of ice, as the spell, once per day. Caster level 9th.
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Other spells I think she might dig (no fire-related spells!) for her spellbook:
1 – protection from good, mage armor, obscuring mist, hypnotism, sleep, disguise self, jump
2 – fog cloud, glitterdust, web, touch of idiocy, blur, minor image, scare, spider climb
3 – stinking cloud, suggestion, wind wall, blink, gaseous form
4 – ice storm, solid fog, confusion, fear
5 – cone of cold, teleport, hold monster, feeblemind, baleful polymorph