Ephemeral
Medium-Size Undead (Incorporeal)
Hit Dice: 5d12 (32 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: fly 50 ft. (good)
AC: 18 (+4 Dex, +4 deflection)
Attacks: Incorporeal touch +6 melee
Damage: Incorporeal touch 1d6 Intelligence drain
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Intelligence drain, create spawn
Special Qualities: Cold immunity, incorporeal, undead, +4 turn resistance
Saves: Fort +1, Ref +5, Will +6
Abilities: Str —, Dex 18, Con —, Int 11, Wis 14, Cha 19
Skills: Hide +12, Intimidate +12, Intuit Direction +7, Listen +10, Search +6, Spot +10
Feats: Combat Reflexes, Improved Initiative
Climate/Terrain: Phlogiston
Organization: Solitary, pack (2–5) and swarm (5–8)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: 6–10 HD (Medium-sized)

    Ephemerals are believed to be the spirits of individuals who have died in the phlogiston. They appear as dusty gray humanoids. They are attracted to magic and a group of them are often attracted to a ship with a spelljamming helm.

Combat
    Ephemerals will attack in pack or swarms seeking to drain as many humanoids as possible so as to possess a body. If a damaged for more then 50% of their hit points, they will break off from battle and jump off ship, trailing just out of sight, only to return fully healed up.
    Intelligence Damage (Su): The touch of an ephemeral deals 1d6 points of Intelligence drain to a living foe. A creature's body becomes lifeless if reduced to Intelligence 0 by an ephemeral.
    Create Spawn (Su): Any humanoid reduced to Intelligence 0 by an ephemeral has its soul depart from its body and becomes an ephemeral in 2d4 days.
    Fast Healing (Ex): A ephemeral heals 2 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points or lower it is dissipates permanently. If sealed off in some fashion from the phlogiston, they will be unable to fast heal.
    Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
    Possession (Su): An ephemeral can attempt to take control of a nearby soulless body. Attempting to possess a body is a standard action. It is blocked by protection from evil or a similar ward. The ephemeral keeps most mental abilities and gains some physical abilities, as with polymorph other (except that the ephemeral gets the creature’s actual physical abilities, not average ones). Ephemerals can leave a possessed body as a free action. If the host body is slain, the ephemeral leaves the possessed body.
    Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
    Vulnerbility to Fire (Ex): An ephemeral takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.

In the Spheres
    Ephemerals are spirits of the dead that are not able to go to their final resting place in the outer planes because they died in the phlogiston and not able to gain access into a crystal sphere. It is for this reason that they will try to possess a body so it can enter into the prime material plane. Once in the prime material plane they leave the possessed body.
    Those killed by a ephemeral can be raised from the dead only within the phlogiston and even then they must also then have their intelligence restored.


Ephemeral, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

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Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

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Ephemeral, © 1989 Wizards of the Coast, Inc.
d20™ System, Conversion of Ephemeral ©2002, Mark Doolan
Original Source: Lorebook of the Void

Notes on this Conversion: One of the first things I noticed about incorporeal undead (shadows and spectors first come to mind) is that they use thier dex modifier when determining their attack for melee. With the increase of Troll, Vampires and Slaad to 5 hit points/round (a full 66% increase), I made thier 1 hit point per round regeration a full 2 hit point per round fast healing.