WATCHGHOST (template)
ok, here's the last one for this series of conversions.

yes, yes, i know this one was in the Monsters of Faerun already. but don't you want more than a one paragraph dealie? (and they didn't even give you the spell for creating them!) well i did want more, at least.

so, here is a more expanded version. it may not all be OGL, but that's ok - it doesn't bother me if it never makes it into the CC, but if you want to use this version for your own games feel free.
ah, now time to move on to my next project: Ruins of Myth Drannor!
WATCHGHOST
Watchghosts are guardian undead, created by magic, and made to serve powerful masters. The “unsleeping guardians”, as they are sometimes known, are graceful, and make no sound at their step. They appear as beautiful, yet tragic humanoids with chalk-white flesh on their limbs and heads, though their torsos and lower bodies are bare of flesh. Their eyes are empty sockets, like dark pits of nothingness.
These ghosts tend to serve powerful undead masters, such as vampires and liches, as well as evil mortal spellcasters. They are usually used in the capacity as guardians, set to guard an important tomb, their master’s personal treasure vault, or other important sites. They may be set to guard treasure, but they carry none of their own and keep no weapons, armor, or equipment. They are usually solitary, but will work together if so ordered, and never attack each other or their master.
Watchghosts retain much of their former personality and intelligence, but their free will is largely repressed by the magic that gave them undeath. They can speak whatever languages they knew in life, with a hissing sibilant intonation, and enjoy conversations with their master or others if allowed to.
Watchghosts serve their master until that being is destroyed, at which point they are free to make their own destiny. Without their master’s control, their free will returns to normal, allowing them to behave in their accustomed manner. Evil watchghosts return to their self-serving ways when free, while good ones seek to aid creatures in need.
CREATING A WATCHGHOST
“Watchghost” is a template that can be added to any humanoid. The creature (referred to hereafter as the “base creature”) must have a Charisma score of at least 8. The creature’s type changes to “undead”. It otherwise uses all the base creature’s statistics and special abilities except as noted here.
Hit Dice: Increase to d12.
Speed: Watchghosts have a base speed of 20 ft, and also have a fly speed of 20 ft, with average maneuverability.
AC: Watchghosts in full corporeal form gain a +9 bonus to natural armor. In insubstantial form, the watchghost will instead have a deflection bonus equal to its Charisma modifier or +1, whichever is higher. Watchghosts do not wear armor, nor do they carry shields.
Attacks: A watchghost retains all the attacks of the base creature and also gains a touch attack. Watchghosts do not use manufactured weapons.
Damage: A watchghost causes a chilling touch effect when it hits an opponent with any physical attack.
Special Attacks: The watchghost has all the special attacks of the base creature and those listed below.
Chilling Touch (Su): The touch attack of a watchghost does 2d8 points of damage to living creatures.
Chill Ray (Su): Up to twelve times per day, a watchghost can attack with a ray of cold light. The ray affects a single creature within 90 feet; the watchghost must make a ranged attack for the ray. The ray deals 2d6 points of temporary Constitution damage. In addition, the target must make a Will save or be affected as if by a slow spell for 1 round per each of the watchghost’s Hit Dice.
This ray can penetrate any sort of magical protection or barrier, if the spell involved is less than a 4th-level spell. The slow effects can be ended by dispel magic, and cancelled by haste.
Special Qualities: A watchghost has all the special qualities of the base creature and those listed below, and gains the undead type.
Spell Resistance (Ex): A watchghost has spell resistance equal to 12 + its Hit Dice.
Immunities (Ex): Watchghosts are immune to cold, petrification, polymorph, and hold spells.
Insubstantial (Su): At will, a watchghost can become partially or completely insubstantial, a state resembling incorporeality. This state change is a standard action. When partially insubstantial, a watchghost is able to attack and be attacked normally, but can pass through solid stone or earth. Moving through earth and stone is like moving through air in this state, allowing them to hide in a tomb or stone wall. Watchghosts must be at least partially insubstantial to fly.
Wholly insubstantial watchghosts are effectively incorporeal, and can only be harmed by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Magic weapons do only half damage to a watchghost in this state, and full damage on a critical hit. In this state, they can pass through any solid objects at will, but they are incapable of using their chilling touch attack. Insubstantial watchghosts always move silently.
Turn Immunity (Ex): The nature of a watchghost’s undead state is such that it makes them immune to clerical turning. They are likewise immune to all effects from holy water and holy symbols.
Magical Radiance (Su): A watchghost can at will cause all magic items within 60 feet to glow with a cold, white radiance. The items illuminate a 5-foot radius and glow for 2d4 x 10 minutes. This glow can be dispelled with dispel magic.
Abilities: Same as the base creature, except that the watchghost has no Constitution score, and its Charisma score increases by +4.
Skills: Watchghosts receive a +8 racial bonus to Hide, Listen, Move Silently, Search, and Spot checks. Otherwise same as the base creature.
Feats: Watchghosts gain Alertness and Iron Will as bonus feats, assuming the base creature doesn’t already have these feats.
Climate/Terrain: Any land and underground
Organization: Solitary or patrol (1-4)
Activity Cycle: Any
Challenge Rating: Same as the base creature +2
Treasure: None
Alignment: Any lawful
Advancement: Same as the base creature
This example uses a 7th-level human fighter as the base creature
WATCHGHOST
Medium-Size Undead
Hit Dice: 7d12 (45 hp)
Initiative: +5 (Dex, Improved Initiative)
Speed: 20 ft, fly 20 ft
AC: 20 (+1 Dex, +9 natural armor); or 12 (+1 Dex, +1 deflection)
Attacks: Touch +6 melee
Damage: Touch chill 2d8
Face/Reach: 5 ft by 5 ft/ 5 ft
Special Attacks: Chilling touch, chill ray
Special Qualities: SR 19, immune to cold, insubstantial, turn immunity, magical radiance
Saves: Fort +8, Ref +4, Will +6
Abilities: Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 12
Skills: Climb +12, Hide +14, Jump +12, Listen +17, Search +15, Spot +17
Feats: Alertness, Cleave, Improved Initiative, Iron Will, Power Attack
Challenge Rating: 9
Alignment: Always lawful neutral
COMBAT
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Create Watchghost
Necromancy
Level: Clr 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 10 rounds
Range: Touch
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell creates a watchghost from the corpse of a humanoid. The subject must have been dead no more than five years. This spell will animate the corpse with that being’s spirit and intelligence restored, and bind its will into the service of the caster. This servitude will last until the death of the caster, and the watchghost will remain in its undead state until destroyed.
While the spell is being cast, the caster must issue his chosen commands to the new watchghost. These commands involve only one specific task that the watchghost will be required to do while in the service of the caster, and the terms must be specifically defined. This task must be explained as far as what it is and how it must be done, and it allows for one exception. For example, the caster may order the watchghost to “Guard my chambers against all intruders except for myself, and kill any who try to enter.” This spell binds the watchghost to a lawful alignment and unquestioning servitude, but the watchghost retains a good or evil alignment.
Material Components: 1,500 gp worth of diamond dust, four of the caster’s teeth ground into powder, and a handful of the caster’s hair. These components tie the lifeforce of the caster to the watchghost, binding it into the caster’s service for life.
The watchghost first appeared in the Ruins of Undermountain boxed set (1991).