Tiger Spirit of the Sundarbans
Tiger Spirit is a template that can be applied to any Tiger that has passed on due to being trapped and killed by hunters who have disrespected the tiger in some way (i.e. killed it for reasons other than self defense, made it die slowly, mutilated the body, taking trophies, etc).
Size and Type: Size is unchanged, Type becomes Undead with the Incorporeal subtype.
Hit Dice: All current and future Hit Dice become d12's, and hit points must be recalculated.
Speed: The Base Creature gains a Flight Speed equal to it's land speed with Perfect Maneuverability.
Armor Class: Unchanged for encounters on the Ethereal Plane. When the Ghost Tiger Manifests in the Material Plane it's Natural Armor Bonus becomes a Deflection Bonus instead, and it's Deflection Bonus to AC improves by an amount equal to it's Charisma Modifier (minimum +1).
Attacks: Unchanged, but those relying on physical damage cannot effect corporeal creatures that aren't also on the Ethereal Plane. Base Attack Bonus remains the same despite the Type Change.
Damage: Unchanged, but the Ghost Tigers physical attacks cannot effect non ethereal beings (although it still has it's Special Attacks.
Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following:
Horrific Appearance (Su): Identical to Ghost ability on page 118 of the MM.
Malevolence (Su): Identical to Ghost ability on page 18 of the MM, but it can only be used on Tigers.
Influence (Su): All Tigers within 10 miles of the Tiger Ghost are always hostile to human beings. Handle Animal checks and Wild Empathy cannot change this, spells are required. This only works against animals, so Were Tigers or Awakened Tigers are immune, as are undead. If the Tiger in question is a Class Feature such as an Animal Companion it gains a Willpower Save (DC is 10 plus Half Hit Dice plus Charisma Modifier) to avoid this ability for as long as it remains within range.
Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following:
Manifestation (Su): This is identical to the ability on MM page 118.
Rejuvenation (Su): This is identical to the ability on MM page 118. Generally removing a Ghost Tiger is pretty straightforward: capture and sacrifice to it everyone involved in it's killing, or who made a profit from it, or who received pieces of the tigers body (such as the fur) as a gift.
Turn Resistance (Ex): +4
Unnatural Aura (Su): Animals other than Tigers will not come within 60' of a Tiger Ghost, and Panic if forced to do so (they remain Panicked so long as the Tiger Ghost is within Range).
Lifesense (Su): Tiger Ghosts may automatically sense Living creatures within 60' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.
Tracking (Su): Tiger Ghosts always know the general direction of their killers, even if they are on another plane of existence.
Saves: Unchanged, despite the change in Type.
Abilities: The Base Creature no longer has a Constitution Score, and effectively has no Strength Score against non ethereal creatures. +3 Int, +8 Charisma.
Skills: +8 Racial Bonus to Hide, Listen, Move Silently, Search, and Spot Checks. These Bonuses stack with any gained from being a tiger.
Feats: Unchanged.
Environment: Unchanged.
Organization: Solitary, but usually found in the company of one or more living tigers. Sometimes a mated pair is encountered as they were slain together, but this is rare.
Challenge Rating: +2
Treasure: Unchanged.
Alignment: Always Neutral Evil.
Advancement: Unchanged, but Hit Dice have no theoretical upper limit. The Spirit becomes more powerful over time.
Level Adjustment: ---
The Tigers of the Sundarbans marsh have always been known for going out of their way to kill humans. The reason is the Ghost Tigers. Something in the Sundarbans returns tigers who have been slain in an inappropriate manner to torment the living.
Example of creature using template here:
Tiger Ghost of the Sundarbans
Large Undead
Hit Dice: 6d12 (39 hp)
Initiative: +2
Speed: Fly 40 ft. (8 squares), Perfect
Armor Class: 16 (-1 Size, +2 Dex, +5 Deflection), touch 16, flat-footed 14
Armor Class Ethereal: 14 (-1 Size, +2 Dex, +3 Natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/- (+14 Ethereal)
Attack (ethereal only): Claw +9 melee (1d8+6)
Full Attack (ethereal only): 2 Claws +9 melee (1d8+6), and 1 Bite (2d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Pounce, Rake 1d8+3, Horrific Appearance, Malevolence, Influence
Special Qualities: Low Light Vision, Scent, Manifestation, Rejuvenation, Turn Resistance +4, Unnatural Aura, Lifesense, Tracking
Saves: Fort +5, Ref +7, Will +3
Abilities: Str - (23 ethereal), Dex 15, Con -, Int 5, Wis 12, Cha 14
Skills: Balance +6, Hide +11, Listen +11, Move Silently +17, Search +5, Spot +11, Swim+11
Feats: Alertness, Improved Natural Attack (Bite, Claw)
Environment: Warm Forest or Marsh
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always Neutral Evil
Advancement: 7+ HD (Large)
Level Adjustment: ---
Improved Grab (Ex): Against ethereal opponents, if the Ghost Tiger hits with it's Claw Attack, it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may rake.
Pounce (Ex): The Ghost Tiger can make a Full Attack (including Rakes) against an ethereal opponent on a successful charge.
Rakes (Ex): In a charge or Grapple the Ghost Tiger gets 2 additional Rake attacks at +9 melee doing 1d8+3 damage.
Skills: Ghost Tigers have a +4 Racial Bonus on Balance Checks. They also have a +8 Racial Bonus on Listen, Search, and Spot Checks; and a +12 Racial Bonus on Hide and Move Silently Checks. In areas of tall grass or heavy undergrowth the Hide Bonus raises to +16.
Combat: Ghost Tigers possess living tigers to attack human beings. Usually they use this ability to gain revenge after it has found it's killers.