d20 OGL 3.5 Monster Dark Familiar

d20 OGL 3.5 Monster Dark Familiar

Dark Familiar
Size/Type:     Tiny Undead (Incorporeal)
Hit Dice:     2d12 (13 hp)
Initiative:     +2 (+2 Dex)
Speed:     20 ft. (4 squares), fly 30 ft. (6 squares)
Armor Class:     14 (+2 Dex, +2 size), touch 14 (+2 Dex, +2 size), flat-footed 12 (+2 size)
Base Attack/Grapple:     
Attack:     Vampiric touch +5 melee (1d8 + 1 per master’s caster level)
Full Attack:     Vampiric touch +5 melee (1d8 + 1 per master’s caster level)
Space/Reach:     2.5 ft./2.5 ft.
Special Attacks:     Darkness, Vampiric Touch
Special Qualities:     Darkvision 60 ft, incorporeal, undead, +2 turn resistance
Saves:     Fort +0, Ref +2, Will +4
Abilities:     Str -, Dex 15, Con -, Int 5, Wis 12, Cha 10
Skills:     Hide +12, Listen +6, Search +2, Spot +6
Feats:     Weapon Finesse (Vampiric Touch)
Environment:     Any land and underground (dark)
Organization:     Solitary
Challenge Rating:     3
Treasure:     None
Alignment:     Any evil
Advancement:     3-6 HD (Tiny)
Level Adjustment:     —
Background
The dark familiar is an intelligent, undead, incorporeal familiar.  It is created by necromancers who kill and resurrect the familiars of other mages to make their own servants.  The familiars boost the power and potency of undead created by the familiar’s necromantic master.
Unlike normal familiars, dark familiars arc entirely artificial. They are never found naturally. All dark familiars are created by easting create dark familiar (see p. 34). Upon the death of their master and creator, all of a necromancer’s dark familiars automatically die, dissipating like a black fog blown away by a strong breeze.
Physiology/Habitat
Regardless of what form it had in life, all shadow familiars appear as shown in the illustration. A raven-like body extends roughly one foot in length. Two visible eyes are the only highlights that mar its featureless form. Dark familiars avoid sunlight although they are not harmed by it.
Only a necromantic specialist can create a dark familiar, and then only by casting the create dark familiar spell. The familiar is undead and incorporeal, benefits from all the usual undead traits, and can pass through solid objects at will. It does not eat, needs no sleep, and can be turned normally.
Necromancers often use dark familiars as advance scouts. It’s not unusual for a necromancer to send some undead against a foe escorted by a dark familiar. If the necromancer is of sufficiently high level, she can receive reports directly from her familiar, detailing how the battle against the evil mage’s undead gaining piercing insight into the nature of her foe, including its strengths and weaknesses. Other probing attacks may follow until the mage is confident her enemies hold no more surprises for her.
Combat
Dark familiars use their hide and/or incorporeal abilities to surprise opponents and attack them with their vampiric touch. In order to avoid being struck in combat, the familiar often hides inside walls and other material objects.
Darkness (Sp): The dark familiar can create darkness three times per day as the spell cast by a 5th-level sorcerer.
Incorporeal: Dark familiars can only be harmed by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities and supernatural abilities. They have a 50% chance to ignore any damage from a corporeal source. They can pass through solid objects at will, and their attacks pass through armor. They always move silently.
Undead: The dark familiar is immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease.  They are not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Vampiric Touch (Su): As a melee touch attack, a dark familiar can inflict ld8 points of damage+ 1 point per caster level (up to +5). The familiar’s master gains temporary hit points equal to the damage inflicted. These temporary hit points disappear after one hour. This ability is usable at will. It has no effect on undead creatures and is not affected by range.

Dark Familiar Benefits

A dark familiar’s master gains the ability to rebuke or command undead as an evil cleric of the arcane spellcaster's level. For every additional dark familiar the necromancer commands, the spellcaster's effective level for rebuking or commanding undead increases by three. At any one time, a necromancer can have a number of dark familiars whose Hit Dice total no more than twice her caster level. Because of this supernatural ability, the necromantic mage with one or more dark familiars is often mistaken for a cleric, a ruse the mage is likely to foster, as enemies who believe they're facing a cleric may employ different tactics than they would if they knew they were facing a mage.