This entity appears as a humanoid with sunken nose, hollow eye sockets, and sickly pale white, semi-transparent flesh. Its hair is unkempt and dirty, and its clothes are nothing more than rags that hang loosely from its translucent form.
Demiurge CR 6
Speed fly 40 ft. (good)
Melee incorporeal touch +8 (1d4 cold)
Special Attacks soul touch, transfixing gaze
Str —, Dex 15, Con —, Int 14, Wis 14, Cha 18
Base Atk +6; CMB +8; CMD 18
Feats Alertness, Combat Reflexes, Improved Initiative, Lightning Reflexes
Skills Bluff +10, Fly +16, Intimidate +14, Perception +14, Sense Motive +14, Stealth +12, Survival +9
A demiurge can damage a creature’s soul by moving through a space occupied by the creature. This is a standard action that does not provoke an attack of opportunity. The target can resist the attack by succeeding on a DC 18 Will save. If the save fails, the target dies as the shock of unlife permeates its soul. If the save succeeds, that creature cannot be affected again by the same demiurge’s soul touch for one day. This is a death effect. The save DC is Charisma-based.
Any creature within 30 feet meeting the demiurge’s gaze must succeed on a DC 18 Will save or be transfixed for one minute as if affected by a hold person spell (caster level 10th). An affected creature can attempt a new save each round to break the effects.
A cold iron weapon ignores the demiurge’s incorporeal state and deals normal damage.
The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain. The demiurge is very territorial, usually haunting an area of up to three square miles from its place of death.
Demiurge from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.