XP 1,200
N Medium outsider (extraplanar, psychopomp)
Init +1; Senses darkvision 60 ft., low-light vision, spiritsense; Perception +10
DEFENSE
AC 18, touch 11, flat-footed 17 (+1 Dex, +3 natural, +4 shield)
hp 45 (6d10+12)
Fort +9, Ref +3, Will +8
Defensive Abilities animated shield, DR 5/adamantine; Immune death effects, disease, poison; Resist cold 10, electricity 10; SR 15
OFFENSE
Speed 30 ft.
Melee +1 returning undead–bane dagger +8/+3 (1d4+1/19–20)
Ranged +1 returning undead–bane dagger +9 (1d4+1/19–20)
Spell-Like Abilities (CL 6th; concentration +7)
At will—bleed, deathwatch, detect undead, disrupt undead, ghost sound (DC 11), summon (level 1, 1 great horned owl 100%)
3/day—chill touch (DC 12), ghostbane dirge (DC 13), greater teleport (self plus 50 lbs. of objects only), silence (DC 13), spectral hand
1/day—ghostly disguise, locate creature, speak with dead
STATISTICS
Str 10, Dex 13, Con 15, Int 10, Wis 13, Cha 12
Base Atk +6; CMB +6; CMD 17
Feats Great Fortitude, Iron Will, Weapon Focus (dagger)
Skills Knowledge (religion) +9, Perception +10, Sense Motive +10, Stealth +10, Survival +10, Use Magic Device +10
Languages Abyssal, Celestial, Infernal
SQ death's dagger, ectoplasmic focus, spirit touchB4
SPECIAL ABILITIES
Animated Shield (Su)
An ahmuuth's gravestones defend the it in a manner similar to an animated shield but without a limited duration. If the stones leave the psychopomp's square or the ahmuuth is slain, they become inert stone.
Death's Dagger (Su)
An ahmuuth's dagger is treated as a +1 returning undead-bane dagger. It loses this ability if it is held by anyone other than the ahmuuth, and regains it once returned.
Ectoplasmic Focus (Su)
An ahmuuth's spells and spell-like abilities have their full effect against incorporeal or ethereal creatures.