A wisp of fluttering light is all that can be seen on the material plane, but in the In-Between, the apparition retains its form from its birth. Whatever that may be.
Challenge Rating: 5
Type: Fey (Navirite)
Hit Points: 47 (5d8+25)
Armor Class: 18, touch 18, flat-footed 15 (+5 natural, +3 Dex),
Saves: Fort +5, Ref +4, Will +7
Weaknesses: Legacy/Silver/Amarnium/Aradan Steel/cold iron
Speed: Fly 60’
Base Attack: +3
Melee: Material plane – Touch +6 (1d6 negative energy plus 1d6 CON drain) In-Between – (2) Claw +8 (1d8+3 + gain 3 HP)
Special Attacks: —
Sanity Effects: First Encounter 1/1d6
Abilities: STR -, DEX 17, CON -, INT 14, WIS 4, CHA 15
Skills: Acrobatics +3, Athletics +2, Awareness +10, Endurance +1, Knowledge +2, Persuasion +3, Spellcraft –, Survival +1, Thievery +4
Talents: 3 points or recommended: Blind Fight, Improved Initiative, Run
Special Qualities: Damage reduction 5 or Legacy/Silver/Amarnium/Aradan steel/cold iron, Awareness +5, Darkvision 60’, Sense the Living
Organization: solitary, gathering (3-6)
Constitution Drain – Creatures clawed by a apparition must succeed at a DC 17 Fortitude save or take 1d6 points of Constitution damage. One each successful hit, an apparition gains 5 temporary hit points.
Attack – an apparition does damage based on where its target exists. If the target is in Atheles, they take the touch attack, while those in the In-Between take normal damage.
Sense the Living – Apparitions are drawn to places with lots of people, though they can not harm them unless they are near a source of power such as a waystone. If a living creature is in the In-Between, apparitions will be drawn to them and try their best to kill and trap the living person in the limbo that they live in.