Ancient Mariner
Type: Medium Undead
Hit Dice: 6d12 (39 hp)
Initiative: +1
Speed: 30 ft.
Armor Class: 12 (+1 Dex, +1 Deflection), touch 12, flat-footed 11
Base Attack/Grapple: +3 / – 
Attack Incorporeal touch +3 melee (1d6 + energy drain)
Full Attack: Incorporeal touch +3 melee (1d6 + energy drain)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Energy drain, Create Spawn
Special Qualities: Undead Traits, Incorporeal
Saves: Fort +2, Ref +5, Will +5
Abilities: Str --, Dex 12, Con --, Int 11, Wis 10, Cha 10
Skills: Spot +11, Listen +11, Profession (Sailor) +9, Knowledge (Ships and Sailing) + 9
Feats: Alertness, Lightning Reflexes
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Environment: Any aquatic (usually on ships)
Organization: Solitary, Gang (2 – 6), or Crew (4-16 plus 2-20 mariner shadows)
Challenge Rating: 4
Treasure: None
Alignment: Chaotic Evil
Advancement: 7 – 8 HD (Medium)
Flavor text

Descriptive text

Combat

Energy Drain (Su): Those hit by an ancient mariner’s touch receive one negative level. To remove the negative level, the affected creature must succeed at a Fort save DC 13. The save is Charisma-based. For each negative level bestowed, the ancient mariner gains 5 temporary hit points. These temporary hit points fade after 1 hour.

Create Spawn (Su): Any humanoid slain by an ancient mariner becomes a mariner shadow in 1d4 rounds, under the control of the ancient mariner that created it. Mariner shadows have the same statistics as Shadows (Monster Manual, pg 161), except that anyone slain by a mariner shadow is just dead, and does not rise as a shadow.

Incorporeal: Can be harmed only by other incorporeal creatures, 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.