Ghost Sorceress
Death's Head Gang Female dread ghost elf Archmage5/Sor16/Warlock21: CR 24; AL LE; Size M; Medium Undead (Elf, Incorporeal)

AC 30 (+2 Dex, +14 deflection, +4 wizard robes of armor; touch 26, flat-footed 28)
HD 21d12; hp 252
Init +2 (+2 Dex)
SV Fort +7, Ref +14, Will +13

Spd 30 ft. (6 squares), fly 60 ft. (perfect)
Atk +15 melee (1d3, crit. 20/x2, unarmed strike)
Full Atk +15/+10/+5 melee (1d3, crit. 20/x2, unarmed strike)
BAB +15/+10/+5; Grapple +15

Space/Reach 5 ft./5 ft.
SA Arcane reach, chilling aura, death wail, eldritch blast 9d6, manifestation, master of elements, master of shaping, rebuke undead, shattering presence, telekinesis
SQ Acid and sonic resistance 10, damage reduction 5/cold iron, deceive item, detect magic, electricity immunity, elf traits, fiendish resilience, low-light vision, rejuvenation, turn resistance +4
SR 37
Abilities: Str 10, Dex 14, Con —, Int 14, Wis 12, Cha 38
Languages: Common, Draconic, Elven, Infernal
Skills and Feats: Concentration +26, Knowledge (arcana) +26, Knowledge (the planes) +26, Listen +11, Search +12, Sneak +10, Spellcraft +31, Spot +11, Use Magic Device +26; Easy Metamagic (Quicken Spell), Epic Spell Penetration, Greater Spell Penetration, Heighten Spell, Maximize Spell, Penumbra Bloodline, Quicken Spell x2, Skill Focus (Spellcraft), Spell Focus (Enchantment), Spell Focus (Evocation), Spell Penetration
Arcane Reach (Su): The archmage can use spells with a range of touch on a target up to 60 feet away. The archmage must make a ranged touch attack.
Chilling Aura (Su): When a dread ghost manifests, it emits a deadly chill in a 20-foot radius around itself, on both the Material and the Ethereal Planes. Each creature within this area takes 3d6 points of cold damage per round. A successful Fortitude save (DC 10 + 1/2 dread ghost's character level + dread ghost's Cha modifier) halves the damage. Although the dread ghost is not immune to cold damage (unless the base creature is), it is not affected by its own chilling aura or that of other dread ghosts.
Death Wail (Su): Once every 1d4 rounds, the dread ghost can loose a terrible wail as a full-round action, targeting it against one creature within 100 feet of it. If the target creature can hear the death wail, it must succeed on a DC 34 Fortitude save (DC 10 + 1/2 dread ghost's character level + dread ghost's Cha modifier) or die instantly. Any other creature within 100 feet that can hear the wail must succeed on a Fortitude save at the same DC or gain 1 negative level. A creature that succeeds on the save cannot be affected by that dread ghost's death wail for 24 hours. The death wail is a sonic death effect.
Deceive Item (Ex): A warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.
Detect Magic (Sp): A warlock can use detect magic as the spell at will. His caster level equals his class level.
Eldritch blast (Sp): The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects.
An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a spell whose level is equal to one-half the warlock's class level (round down), with a minimum spell level of 1st and a maximum of 9th when a warlock reaches 18th level or higher.
An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock's eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a warlock's eldritch blast by 2.
Elf Traits: Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. Martial Weapon Proficiencies (composite longbow, composite shortbow, longbow, longsword, rapier, shortbow).
Fiendish Resilience (Su): A warlock knows the trick of fiendish resilience. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 5.
Manifestation (Su): A dread ghost dwells upon the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a dread ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested dread ghost can be harmed only by other incorporeal creatures, magic weapons, or spells and has a 50% chance to ignore any damage from a corporeal source. It can also can pass through solid objects at will, and its own attacks pass through armor. A manifested dread ghost always moves silently.
A manifested dread ghost can strike with its touch attack or with a ghost touch weapon. When manifested, the dread ghost remains partially on the Ethereal Plane, where it is not incorporeal. It can be attacked by opponents on either the Material Plane or the Ethereal Plane. The dread ghost's incorporeality helps protect it from foes on the Material Plane, but not from those on the Ethereal Plane.
When a spellcasting dread ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, though they work normally against ethereal targets. When a spellcasting dread ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. Its touch spells don't work on nonethereal targets.
A dread ghost has two home planes: the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
Mastery of Elements: The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell's casting time is unaffected. The caster decides whether to alter the spell's energy type and chooses the new energy type when he begins casting.
Mastery of Shaping: The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell's area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.
Rebuke Undead (Su): The dread ghost can rebuke and command undead as an evil cleric of a level equal to its character level.
Rejuvenation (Su): In most cases, it's difficult to destroy a dread 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 dread ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + dread ghost's character level) against DC 16. As a rule, the only way to get rid of a dread 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.
Shattering Presence (Su): Once per round as a free action, the dread ghost can shatter all nonmagical objects made of crystal, glass, ceramic, or porcelain (such as vials, bottles, fl asks, jugs, windows, mirrors, and the like) within 30 feet. Any object weighing more than 5 pounds per character level the dread ghost possesses are not affected. A magic item made of any of the above materials must succeed on a Fortitude save (DC 10 + 1/2 dread ghost's character level + dread ghost's Cha modifier) or be destroyed. A crystalline creature within the area takes 1d6 points of damage per character level the dread ghost possesses (to a maximum of 10d6). Every creature within 5 feet of a shattering object must succeed on a DC 20 Reflex save or take 1d6 points of slashing damage. A creature wearing or carrying an object when it shatters takes 2d6 points of slashing damage (no save). Shattering presence is not a sonic effect.
Spell-Like Abilities: 2/day—maximized delayed blast fireball (DC 32 Ref half; 120 points of fire).
Telekinesis (Su): A dread ghost can use telekinesis as a standard action (caster level 12th or equal to the dread ghost's character level, whichever is higher). When a dread ghost uses this power, it must wait 1d4 rounds before using it again.
Possessions (all ethereal): +6 belt of spell warding (135,000 gp), +6 cloak of charisma (36,000 gp), vile spell ring (15,000 gp), +4 wizard robes of armor (24,000 gp).
Archmage Spells Known (0-level: 7; 1st: 11; 2nd: 10; 3rd: 9; 4th: 9; 5th: 8; 6th: 8; 7th: 6; 8th: 7; 9th: 8; 10th: 2)
DC to Resist: 24 + spell level
DC to Resist (Enchantment) and (Evocation): 25 + spell level
Prohibited Spells: [Light] descriptor.
Caster Level: 21st; Overcome Spell Resistance: d20+27; Primary Ability Score: Charisma

0-level—assess creature, electric jolt, fermentation, ghost sound, know talent, mage hand, message, prestidigitation, read magic. 1st—charm person, grease, magic missile, obscuring mist*, ray of enfeeblement, shield. 2nd—blindness/deafness, blur, darkness*, scorching ray, stop hitting yourself, venomous step. 3rd—fireball, legion's curse of impending blades, nondetection*, shivering touch, suggestion. 4th—black tentacles*, dimension door, flaming corrosion, legion's undeniable gravity, Rofl's good humor. 5th—arrow storm, feeblemind, mind fog, shadow evocation*, stone sphere. 6th—chain lightning, greater dispel magic, mass bear's endurance, shadow walk*, Susar's death. 7th—delayed blast fireball, frigid spray, greater elemental perforator, insanity, plane shift*. 8th—greater shadow evocation*, irresistible dance, maze, wyrm's strength. 9th—dominate monster, elemental ray, etherealness*, mass hold monster. * Bloodline spell.

Warlock Invocations
DC to Resist: 24 + spell level
Caster Level: 21st; Overcome Spell Resistance: d20+27; Primary Ability Score: Charisma

Least—devil's sight, eldritch spear, see the unseen. Lesser—eldritch chain, flee the scene, voidsense. Greater—tenacious plague, wall of perilous flame, warlock's call. Dark—dark foresight, retributive invisibility, utterdark blast.