Lanther Darthassian, Spectre of the Blackened Starjewel
Aura of Despair (10 ft. radius, -2 penalty to saving throws), Command Undead 7/Day (+6, 2d6+10, 6th), Detect Good – at will, Draining Touch, Evasion, Fly 30 ft (perfect), Improved Uncanny Dodge, Malevolence, Manifestation, Incorporeal, Poison Use, Rejuvenation, Smite Good 2/Day, Sneak Attack +6d6, Trapfinding, Trap Sense +2, Turn Resistance, Undead traits.
Draining Touch (Su) : A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost's horrific appearance for 24 hours.
Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target's space; moving into the target's space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost's Cha modifier). A creature that successfully saves is immune to that same ghost's malevolence for 24 hours, and the ghost cannot enter the target's space. If the save fails, the ghost vanishes into the target's body.
Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.
When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost's touch spells don't work on nonethereal targets.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
Rejuvenation (Su): In most cases, it's difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost's HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.
Turn Resistance (Ex): A ghost has +4 turn resistance.
Bluff +20, Diplomacy +29, Disguise +26, Gather Information +21, Hide +15, Intimidate +16, Knowledge (nobility and royalty) +4, Knowledge (Religion) +12, Listen +10, Move Silently +13, Open Lock +6, Search +27, Sense Motive +13, Sleight of Hand +13, Spot +21
Cleave, Improved Sunder, Power Attack, Skill Focus (Bluff), Skill Focus (Disguise), Weapon Finesse, Weapon Focus (dagger)
Common, Nerakan, Solamnic, Tarmak
(CL 4th, +15 melee touch, +16 ranged touch)
+2 dagger +19/+14/+9 (1d4+3, crit 19-20/+3, range inc 10 ft., piercing and slashing)
+2 dagger, ring of protection +4, bracers of armor +6, blackened Legion starjewel.
Lanther looks much as he did in life, except his ghostly body bears the wounds inflicted on it by the brass hatchlings giving him a horrific appearance
After his death at the hands of the offspring of Iyesta, Lanther traveled to the Hall of Soul's Journeying to learn his fate. Chemosh foresaw a use for Lanther and rather than let him pass on to the beyond with his goddess, sent him back to Krynn as one of the undead. He did not give Lanther the power of a Death Knight, but instead cursed him to wander for eternity as a ghost. Lanther awakened in the extinct volcano in which he'd been killed. Lanther considered it a cruel joke of the Lord of Bones to send him back to Krynn but in a body almost completely unable to affect the world of the living. He is currently seeking a way to restore himself to life. In the meantime he is shaping events in the Missing City from behind the scenes through his "secret apprentice" Judas Jenner, whom he has possessed.
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