Lifesense: The creature can sense the living as if it had blindsight in a 60' radius.
Shelled Ghost: The vortex of the undead creature is the spiritual essence of psychic anguish imparted into the many weapons and armor brought together from the field of battle. When freshly created the creature has a pool temporary hit points equal to half its full normal hit points. Temporary Hit Points gained by the Ruin of War ability and energy drain fill this pool, but it can never have temporary hit points in excess of this pool (from these sources). As long as the creature has points in this pool it has a 'shell' of whirling, shattered armor, granting it a natural armor bonus and a physical presence which gives it a strength score. While damage still affects the creature as if it were incorporeal, it can no longer fly, walk through walls, or move with complete silence. It makes physical attacks and deals physical damage until its pool is depleted. Once the pool is empty the bloody vortex flies free, and the lashing tendrils of blood and anguish deal negative energy damage. The creature's physical shell (while it has points in its pool) has DR 10/Adamantine.
Ruin of War: Attacks by the creature that damage armor or weapons of war or the corpses of those who died in battle bypass all hardness, and damage dealt transfers instantly into the creature's pool of temporary hit points, restoring its shell and corporeal form. This includes any tool made specifically for use in battle; including standards, armor, weapons, bandoleers full of healing potions, the bodies of combat trained mounts, siege towers or ladders, and bundles of ammunition. The hardness of holy, reliquary, or silver arms and armor is not ignored. A construct or siege engine made solely for war takes 3d6 damage instead of 1d6 from each attack.
Incorporeal Vortex: The creature has no 'vitals' so to speak, and is immune to precision damage and sneak attacks in addition to its usual undead traits. It cannot be tripped in either form.
Vulnerability: The shell of the creature is made of the weapons of war taken from the battlefield, or the hands of its attackers. While it has points in the pool it is fully vulnerable to spells that target wood or metal as if it were a plant or construct. This includes the attack bonus gained from a shocking grasp spell against a metal target, and attacks that ignore metal armor ignore the corporeal form's armor bonus.
Improved Sunder: You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.
Greater Sunder:You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item’s wielder. No damage is transferred if you decide to leave the item with 1 hit point.
Sundering Strike: Whenever you score a critical hit with a melee attack, you can sunder your opponent’s weapon, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent’s CMD, you may deal damage to your opponent’s weapon as if from the sunder combat maneuver (roll normal damage to the weapon separately). This does not provoke an attack of opportunity.
Gatebreaker: Whenever you would deal damage to an object, you deal normal damage plus an additional amount equal to your Strength modifier (7). This applies to both unattended objects and those you damage as part of a successful sunder combat maneuver check.
CMB: +18 (Sunder +22)
Attacks: 3 slams +16 19-20/x2, 1d6+7 damage plus Ruin of War and energy drain (DC 23)
or 3 incorporeal touches +12 19-20/x2, 1d6 negative energy damage plus Ruin of War and Energy Drain
NATURAL ARMOR: 14
Corpreal AC: 26 (Armor +14, Dex +3, Size -1)
Corporeal HP: 90/90
The ghost is a psychic manifestation of warrior spirit, an echo of battles that has accumulated a level of power that brings it into the physical realm, without soul, memory, or personality. It is a contradiction in existence, being both ethereal and metal, both innocent and violent.
The Wizard created the Ghost by sourcing shards of armor and weapons from battlefields and bringing them together. The dead men leave behind psychic echoes, and particularly in places where powerful magic is used, the 'flash shadow' of those deaths leaves behind huge reservoirs of psychic energy that his spells unlocked to bring the Ghost into being.
This ten foot tall hulk of shattered shields, broken breastplates, and splintered spears is shot through with rivulets of blood, as if every torn greave were a wound, every nicked blade a cut in paper-thin skin and slinks forward on a trailing mist of crimson gore. Blood and steel both trend towards the thing, sucking towards the gleaming center while a bloody halo of mist emits from the center of the torn chest, revealing a vortex deep, sucking red light. A hundred voices cry out from far away, lost in the clatter of marching boots and the sounds of fierce battle.