Spectral Vermin are monstrous vermin turned into undead monstrosities by powerful spellcasters through unholy rituals. They usually outlive their creators, killing and devouring anything that enters their territory. For each 10 Hit Dice of living creature they destroy they gain 1 Hit Die permanently. Theoretically there is no upper limit to the size (and number of hit dice) they can gain.

SPECTRAL VERMIN

Spectral Vermin is an Acquired Template that can be applied to any Vermin Size Class Medium or larger.

Size and Type: The base creatures type changes to undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

Hit Dice: All current and future Hit Dice become d12's.

Speed: Base movement speeds are lost and a Flight speed equal to (base land speed + 20 feet) is gained\, maneuverability is Perfect.

Armor Class: The Base Creature loses it's Natural Armor Bonus but gains a Deflection Bonus of equal value (or it's Charisma bonus, whichever is higher).

Attacks: A Spectral Vermin retains all the attacks of the Base Creature, but they become incorporeal touch attacks.

Damage: The damage of the Spectral Vermin's regular attacks is now negative energy damage instead of physical, and no longer adds it's Strength modifier for damage.

Special Attacks: Retains all of the Special Attacks of the Base Creature in a slightly different form (if they are mentioned below), and gains Energy Drain, and Terrifying Appearance. Saves for all Special Attacks are 10 plus half hit dice plus Charisma modifier.

Energy Drain (Su): Each time an opponent is hit by the Spectral Vermin's incorporeal touch attack it must make a Fortitude Save or gain 2 Negative levels. For each such negative level bestowed the Spectral Vermin gains 5 temporary hit points.

Terrifying Appearance (Su): Any living being within 60 ft. of the Spectral Vermin must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular Spectral Vermin's Terrifying Appearance for 24 hours.

Energy Spray (Su): If the base creature has an acidic spray attack, it gains Energy Spray. The size and damage are the same, but damage is now negative energy damage instead of acid.

Death Attack (Su): If the Base Creature has a poisonous attack, it gains the Death Attack (so called because it appears to kill its opponent). If the Spectral Vermin successfully hits with the formerly poisonous attack the opponent must make a Fortitude Save or be paralyzed permanently. Any spell/effect that removes curses or Remove Paralysis will cure this condition. A DC 20 Spot check or a DC 15 Heal check will reveal the victim is still alive.

Spectral Web (Su): If the Base Creature has a Web attack, it gains the Spectral Web attack. When thrown, instead of entangling the opponent, the opponent must make a Fortitude Save or lose 1d6 Dexterity (after which the web fades). The web may be thrown at will, not just 8 times per day.

Please note I only looked at Vermin in the Monster Manual. Will add other Special Attacks as they become requested.

Special Qualities: Retains all the Special Qualities of the Base Creature, and gains Turn Immunity, Unnatural Aura, Lifesense, and Sunlight Powerlessness.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100 feet of a Spectral Vermin, and Panic if forced to do so (they remain Panicked so long as the Spectral Vermin is within Range).

Lifesense (Su): Spectral Vermin may automatically sense Living creatures within 100 feet as though they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Sunlight Powerlessness: Spectral Vermin are powerless in natural sunlight and cannot move or attack while in it. They will not willingly enter sunlight, and flee from it given the chance.

Saves: Spectral Vermin receive a +4 Racial Bonus on Willpower Saves

Abilities: +4 Dex, Int becomes 4 (Spectral Vermin is still immune to mind affecting effects), +4 Wis, +10 Cha. Spectral Vermin have no Strength or Constitution score.

Skills: Spectral Vermin gain a +8 Racial Bonus on Hide, Listen, Move Silently, Search, and Spot checks.

Feats: The Base Creature gains 1 Ghost Feat.

Environment: Any, usually same as base Creature

Organization: Solitary

Challenge Rating: +3

Treasure: Standard. More depending on age and power.

Alignment: Always Neutral Evil

Advancement: As Base Creature, but there is no maximum size or Hit Die limit (see above).

Level Adjustment: ---


"There used to be a Wizard up on Black Peak. Built his spire right out of the mountain. It had no doors, and the only openings were where, and when, he wanted one to appear. We always assumed there was a way in somewhere in the mountain caves, but he always got in by magic that we saw.

When he started calling things down from the sky, the towns mayor decided he needed to go. Not that we could really do anything, so we puttered around the mountains roots looking in the caves. And wouldn't you know we did find one that led into the mountain. As black a pit as I've ever seen. Crawling with spiders and vermin. We lost a lot of men just finding the cave, let alone cleaning it out.

He knew what we were up to of course. He had something waiting for us as we hacked and burned our way to his sanctuary. We lost everyone. Everyone but me, coward that I was. I had run screaming while they fought and died. It got the Wizard too in the end. It's up there now. Still. Waiting for anything that comes it's way. And if the Gods are with us it'll stay in that damned mountain, and never come out."

The Spider of Black Peak (Advanced Gargantuan Monstrous Spider/Spectral Vermin)
Gargantuan Undead
Hit Dice: 20d12 (130 hp)
Initiative: +5
Speed: Fly 50 ft. (10 squares), Perfect
Armor Class: 21 (-4 Size, +5 Dex, +10 Deflection), touch 21, flat-footed 16
Base Attack/Grapple: +15/+34
Attack: Bite +16 melee touch (2d8 negative energy plus death attack plus energy drain)
Full Attack: Bite +16 melee touch (2d8 negative energy plus death attack plus energy drain)
Space/Reach: 20 ft./15 ft.
Special Attacks: Energy Drain, Terrifying Appearance, Death Bite, Spectral Web
Special Qualities: Turn Immunity, Unnatural Aura, Lifesense, Sunlight Powerlessness, Dark Vision 60 ft., Tremor Sense 60 ft.
Saves: Fort +12, Ref +11, Will +12
Abilities: Str -, Dex 21, Con -, Int 4, Wis 14, Cha 12
Skills: Hide +10 (+18 when using webs), Listen +10, Move Silently +20 (+28 when using webs), Search +6, Spot +15
Feats: Positive Energy Resistance (B)
Environment: The Black Peak
Challenge Rating: 12
Treasure: See below
Alignment: Neutral Evil
Level Adjustment: ---

Energy Drain (Su): Each time an opponent is hit by the Spiders incorporeal touch attack it must make a DC 21 Fortitude Save or gain 2 Negative levels. For each such negative level bestowed the Spider gains 5 temporary hit points.

Terrifying Appearance (Su): Any living being within 60' of the Spider must make a DC 21 Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to the Spiders Terrifying Appearance for 24 hours.

Death Attack (Su): If the Spider successfully hits with it's Bite attack the opponent must make a DC 21 Fortitude Save or be paralyzed permanently. Any spell/effect that removes curses or Remove Paralysis will cure this condition. A DC 20 Spot check or a DC 15 Heal check will reveal the victim is still alive.

Spectral Web (Su): If the Base Creature has a Web attack, it gains the Spectral Web attack. When thrown, instead of entangling the opponent, the opponent must make a DC 21 Fortitude Save or lose 1d6 Dexterity (after which the web fades). The web may be thrown at will, not just 8 times per day.

Unnatural Aura (Su): Animals will not come within 100' of the Spider, and Panic if forced to do so (they remain Panicked so long as the Spider is within Range).

Lifesense (Su): The Spider may automatically sense Living creatures within 100' as though it had Blindsight. It also automatically know the strength of their life force as if it had cast Deathwatch.

Sunlight Powerlessness: The Spider is powerless in natural sunlight and cannot move or attack while in it. It will not willingly enter sunlight, and flee from it given the chance.

Combat: The Spider of Black Peak usually softens up its enemies with it's Spectral Webs, and then moves into to finish them off with it's bite attack.