Fletch Haunt (3.5e Monster)

''Dozens of bodies littered the entrance to this forest. Strange, there's no evidence of other footprints, did the attacks come fro- THWIP! Sniper! Duck and cover!''

Sometimes a protector of a forest perishes through dark forces with regrets about their life. Their soul moves on but the body, corrupted, does not decay and return to nature. It returns as an undead with a twisted reflection of its duties in life. No longer accepted by nature, it protects it never-the-less with its own cruel brand of justice. They haunt their former woods hunting down any sentient invaders, for here they are the top predator and you are in their realm.

Fletch haunts are skeletal humanoids dressed in earth toned leathers ragged with wear and age. Their clothes seem to hover off their boney frames as if possessing invisible flesh, including their hooded heads which conspicuously lack a skull. It gives them the appearance of a hood shadowing any presence of a face at all. Due to both purposeful camouflage and dirt and grime from living in the forest they easily blend in with the surroundings.

Fletch haunts do not speak so much as create raspy whispers and cold winds, but they usually understand Common and Sylven.

Combat
The fletch haunt is a sniper and should never been in melee, choosing to flee and attack later if found and pressed. Though it works alone it knows how to take care of opportunities and may stalk its prey until they encounter other trouble. Then it strikes when they least expect it. When in a forest with a fletch haunt, paranoia is king.

Evasion : If the fletch haunt makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the fletch haunt is wearing light armor or no armor. A helpless fletch haunt does not gain the benefit of evasion.

Ghostly Weapons :  Fletch haunts create ghostly weapons, memories of their former gear. Typically this is a composite longbow but they can make and are proficient in any simple or martial weapon. They can create ammo for weapons or create a weapon in each hand in the same action. Ghostly weapons vanish after 1 round out of their grasp. Creating a ghostly weapon is the same action as drawing a weapon. Ghostly weapons are automatically +3 ghost touch weapons.

Hide in Plain Sight : While in any sort of natural terrain, a fletch haunt can use the Hide skill even while being observed.

Reflexive : The fletch haunt has a good Reflex save, and gains a +4 racial bonus to initiative.

See In Darkness : The fletch haunt can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Snipe Attack : If a fletch haunt can make a sniping attack (that is, an attack while hidden) against an opponent it deals an additional 1d6 damage per 2 HD (or 8d6 damage for the example above). It can be made at any range, but they must hide again before making another snipe attack.

Spell-Like Abilities :  At will-detect magic, ghost sound, invisibility, nondetection; 3/day-contagion (DC 18), entangle (DC 15), fog cloud, snare, true strike; 1/day-commune with nature, freedom of movement, see invisibility, spike growth (DC 17), tree stride. The saving throws are Wisdom based.

Swift Tracker : A fletch haunt can move at its normal speed while following tracks without taking the normal -5 penalty. It takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Woodland Stride : A fletch haunt may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect it.

Skills: A fletch haunt have a +4 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.