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http://www.monstropedia.org/index.php?title=Ekimmuhttp://en.wikipedia.org/wiki/Edimmuhttp://www.vampires.be/index.php?title=EkimmuThe EKimmu or Edimmu are 'evil gusts of wind', violent spirits of the dead who hate the living. They normally appear as muscular humans, but transform into shadows or gusts of wind.
EdimmuEdimmu is an Acquired Template that can be applied to any Humanoid who has died a violent death, been left unburied, or who has no family to carry on the proper funerary rites.
Size and Type: Type becomes Undead with the Incorporeal Subtype. Legends differ on whether they are always Incorporeal, so you may wish to give them the ability to turn the Incorporeality on and off at will as a Swift Action.
Hit Dice: All current and future Hit Dice become d12's.
Speed: Edimmu have a Flight speed equal to their Land Speed (unless they already had a higher Flight Speed), with Perfect Maneuverability.
Armor Class: Gains a Deflection Bonus to it's AC equal to it's Charisma Modifier or +1, whichever is higher.
Attacks: Unchanged.
Damage: Unchanged.
Special Attacks: Retains all Special Attacks of the Base Creature and gains the following:
Death (Su): Edimmu can Drain 1d6 Constitution with a successful melee touch attack.
Disease (Su): Edimmu may cast Contagion at will as a Supernatural Ability.
Misfortune (Su): Edimmu can use Bestow Curse at will but instead of the usual effects it takes the effect of causing bad luck or causing criminal behavior. The first example causes a -2 Luck Penalty to all rolls until it is removed. The second changes the victims alignment to Chaotic Evil until it is removed, and makes the victim compulsively evil. Each day he does not commit a criminal or Evil or blasphemous act he must make a DC 10 Willpower Save (+1 for each succeeding day) or be compelled to commit one even if it is to his lasting trouble.
Possession (Su): Identical to the Malevolence ability listed on page 118 of the MM, however it may only be used on opponents who have violated certain religious or societal taboos.
Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following:
Rejuvenation (Ex): This is identical to the Ghost ability listed on page 118 of the MM. Usually the appropriate funerary rites will prevent their reappearance.
Weaknesses (Ex): Certain charms, amulets, or Gods can prevent Edimmu from entering a home, and thus they live in inhospitable and lonely places.
Saves: Unchanged.
Abilities: Same as Base Creature but it no longer has a Constitution Score, and Charisma increases by +4.
Skills: Edimmu get a +8 Racial Bonus on Hide, Listen, Move Silently, and Spot Checks.
Feats: Unchanged.
Environment: Any, usually lonely places.
Organization: Solitary.
Challenge Rating: +2
Treasure: None
Alignment: Always Neutral or Chaotic Evil.
Advancement: By Character Class.
Level Adjustment: +5
Example of creature using template here:
Batu Human/Edimmu, 4th Level Fighter
Medium Undead (Incorporeal)
Hit Dice: 4d12 (26 hp)
Initiative: +5
Speed: Fly 30 ft. (6 squares), Perfect
Armor Class: 12 (+2 Deflection), touch 12, flat-footed 12
Base Attack/Grapple: +4/-
Attack: Drain +6 melee touch (Drain)
Full Attack: Drain +6 melee touch (Drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death, Disease, Misfortune, Possession
Special Qualities: Dark Vision 60'. Undead traits, Rejuvenation, Weaknesses
Saves: Fort +4, Ref +2, Will +4
Abilities: Str 15, Dex 13, Con -, Int 8, Wis 12, Cha 14
Skills: Hide +9, Intimidate +9, Listen +9, Move Silently +9, Spot +9
Feats: Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Neutral Evil
Advancement: By Character Class
Level Adjustment: +5