Crying Owl the Wroth (3.5e Vestige)

Crying Owl the Wroth
Summary::Crying Owl is the vestige of a brutal and vengeful killer who, even in death, persists to haunt the world as a vestigue. She is the spirit of murder, revenge, parricide, and pent up rage.  She grants the ability to use Death Attack as an assassin, the ability to deal bleeding wounds, and a supernatural ability to always be right behind her victims every step.

Level: Level::5

Binding DC: 23

Special Requirement: Must never have killed one's own daughter. Having done so and attempting to bind this vestige immediately deals 1d10 points of Wisdom damage to yourself.

Legend
How Crying Owl came to be or the circumstances of her childhood, or lack of one, are debated. What is known is that at one point Crying Owl appeared as a brutal killer within the city one night, seeming to target the heads of families in particular in increasingly bizzare and brutal methods which defied explaination; from bring torn apart into tiny ribbons to bring strung up by barbed wire and their eyes eaten out by worms. It left an entire generation of orphans in the city and no one could catch the killer until one day the killer seemed to simply vanish, perhaps stopped by some unsung hero. Even so to this day the rumor of Crying Owl persists as legends in various slasher stories and killers to this day. Be she fiend, avatar, or simply a powerful and vengeful human her legend will not die.

Special summoning
Crying Owl must be summoned by dropping a white owl feather upon her seal, and a drop of the summoner's blood. This deals 1 hp of damage.

Manifestation
The ground underneeth the seal grows black and hot as if scorched with ash and flames, quickly spreading out into a 30 foot area and blotting out the air outside with smoke. From within the smoke staggers out a pale white woman wearing a white dress that resembles a furneral gown, albino skin, and long white hair over her face save for one bloodshot, unblinking, bleeding eye. She speaks in harsh whispers which can be heard no matter how far away she is, and can sometimes be seen wielding her blade Sever, a curved knife which looks to be a black cut-out hole in reality. Upon making a contract she forcefully grabs the binder's face and vanishes in a puff of smoke and ash.

Sign
You smell faintly of ash and one eye becomes bloodshot, often leaking blood regardless of mood. Colors tend to be washed out and ashen.

Influence
Crying Owl resists the influence of beings older than her or in an authority position. She insists you find loopholes in any sort of command, and then warp them to produce an undesireable result from anyone giving you orders.

Death Attack
You gain the death attack of an assassin, but the saving throw is 10 + 1/2 HD + Charisma modifier.

Killing Signature
When you kill a creature, you can choose to warp its body in a horrible fashion, altering reality as needed to destroy and maul the body as you see fit. Besides acting as her own personal killing signature, any non-ally creature which sees the corpse must make a Will save (DC 10 + 1/2 HD + Cha modifier) or become shaken for 1 minute. A successful save renders the creature immune to that particular corpse.

Owl Senses
You can communicate with any owl (including owl-like creatures such as giant owls and owlbears) as if using speak with animals. In addition you can connect your senses to any one owl within 60 ft (Will negates, DC 10 + 1/2 HD + Cha modifier). Doing so grants you no control over the owl, but you may see, hear, and experience its other sensations by concentrating on it as a standard action. You possess telepathy with unlimited range with any owl you are currently connected to. This lasts for 24 hours (or until your binding ends).

Shuddering
You seem to teleport or "shudder" around when moving. You never provokes attacks of opportunity for movement.

Weeping Wounds
Any attacks you make with a slashing or piercing weapon leaves horrible gaping wounds which bleed constantly. You deals 1 bleed damage every time she hits, taken at the beginning of the creature's turn. Bleed damage is cumilative and never heals naturally. A Heal check as a standard action (DC 15) or the application of a curative spell (such as cure light wounds is needed to stop the bleeding. Bleed damage is multiplied on a critical hit.