Spellstitched Famine Spirit
Death's Head Gang Advanced negative-energy-charged spellstitched famine spirit: CR 24; AL NE; Medium Undead

AC 23 (+3 Dex, +8 natural, +2 dodge; touch 15, flat-footed 20)
HD 44d12; hp 528
Init +7 (+3 Dex, +4 Improved Initiative)
SV Fort +16, Ref +29, Will +29

Spd 120 ft. (24 squares);
Atk +34 melee (2d6+7 plus 1d6 negative energy, crit. 19-20/x2 plus vorpal, bite)
Full Atk +34 melee (2d6+7 plus 1d6 negative energy, crit. 19-20/x2 plus vorpal, bite) and +31 melee (1d8+3 plus 1d6 negative energy, crit. 20/x2, 2 claws)
BAB +22/+17/+12/+7/+2; Grapple +33

Space/Reach 5 ft./5 ft.
SA Aura of pain, charged attacks, searing darkness, vorpal bite
SQ Blindsight 60 ft., damage reduction 10/magic and silver, create spawn, ethereal jaunt, fast healing 10, obscuring energy, positive energy resistance 10, scent, see invisibility, turn resistance +6, turn vexing, undead
SR 20
Abilities: Str 24, Dex 16, Con —, Int 14, Wis 16, Cha 20.
Languages: Common
Skills and Feats: Balance +40, Climb +54, Jump +54, Listen +50, Sneak +26, Spot +50; Blind-Fight, Cleave, Combat Expertise, Epic Prowess x4, Fast Healing, Great Cleave, Great Strength x4, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Natural Attack (bite), Improved Natural Attack (claws), Improved Sunder, Improved Trip, Multiattack, Power Attack, Weapon Focus (bite)
Aura of Pain (Su): The famine spirit radiates a continual symbol of pain effect (save DC 37) as a 60-ft.-radius emanation. This functions like symbol of death, except that each creature within the radius of a symbol of pain instead suffers wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks. A creature that fails its save is affected while within the area and for 10 minutes after leaving it. A successful save makes a creature immune to that famine spirit's aura of pain for 24 hours.
Charged Attacks (Su): Each of a negative-energy-charged creature's natural attacks, touch attacks, incorporeal touch attacks, and weapon attacks deals +1d6 points of negative energy damage in addition to its normal damage. Undead are healed by this negative energy, so the negative-energy-charged creature can heal 1d6 points of damage by using touch attacks (as an attack action or part of a full attack action) against itself or other undead. The negative-energy-charged creature's natural weapons, and any weapons it wields, are treated as evil-aligned for overcoming damage reduction.
Create Spawn (Su): A corpse slain by a famine spirit rises in 1d3 days as a famine spirit, unless a protection from evil spell is cast upon it before that time.
Ethereal Jaunt (Su): 3/day-A famine spirit can produce an ethereal jaunt effect (caster level 20th).
Obscuring Energy (Su): Black negative energy plays about the body of a negative-energy-charged creature, obscuring its form and providing it with concealment. Thus, attacks against it suffer a 20% miss chance, and it can hide behind its energy "shield" when unobserved. This negative energy takes the form of a black cloud and is thus easy to locate in normal light, but it still grants the negative-energy-charged creature total concealment (50% miss chance) and allows it to make an attack from hiding.
Searing Darkness (Sp): Once every 1d4 rounds, a negative-energy-charged creature can blast a distant creature with a dark ray of negative energy. This ability works like a searing light spell (caster level equals negative-energy-charged creature's character level), except that the damage is due to negative energy. This attack heals undead, and such targets benefit from the greater damage normally dealt to undead by the searing light spell. The negative-energy-charged creature can use this ability on itself to heal damage.
See Invisibility (Su): A famine spirit can see invisible objects and beings as if under the effect of a see invisibility spell. This ability is always active.
Spell-Like Abilities: 2/day—magic missile, ray of enfeeblement, scorching ray, vivid discharge; 1/day—circle of cold (DC 19 Ref), greater invisibility, greater mage armor, greater poison weapon (DC 37 Fort negates). Caster level 44th.
Turn Vexing (Ex): A negative-energy charged creature that would normally be turned or rebuked instead loses the negative-energy-charged template. A negative-energy-charged creature that would be destroyed or commanded loses the negative-energy-charged template in addition to being turned or rebuked.
Vorpal Bite (Ex): The bite of a famine spirit severs the head of a Large or smaller opponent on a critical hit.