Ghost of the Hunt1
Wings made of tattered skin carry the bones and entrails of this poor slaughtered animal high into the air.

Ghost of the Hunt (CR 2; XP 600)
N Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft., huntsense; Perception +10
Aura fear aura (60 ft.; W-DC 14)
AC 15, touch 15, flat-footed 13
(+3 deflection, +2 Dex)
hp 22 (3d8+9)
Fort +4, Ref +5, Will +4
Defensive Abilities incorporeal
Weakness reflection susceptibility
Speed fly 30 ft. (good)
Melee incorporeal touch +4 (1d6 cold)
Special Attacks paralyzing howl, trumpet of doom
Str —, Dex 14, Con —, Int 4, Wis 12, Cha 17
Base Atk +2; CMB +2; CMD 14
Feats Lightning Reflexes, Skill Focus (Perception)
Skills Fly +6, Perception +10
Environment forest, hills, jungle, plains
Organization solitary
Treasure none
Special Abilities
Huntsense (Su) The ghost of the hunt always knows the direction to those that slaughtered it.
Paralyzing Howl (Sp) Once per day as a standard action, the ghost can unleash a terrifying howl that affects all humanoids within 100 ft. as the hold person spell (W-DC 16). The save DC is Charisma-based.
Reflection Susceptibility (Ex) Ghosts of the hunt are horrified by their own visage. If a ghost of the hunt is shown its own reflection it must make a Will save (DC 15) or become panicked for 1 hour.
Trumpet of Doom (Su) Once per day as a standard action, the ghost of the hunt can trumpet a final mournful lament that may bring death to any creatures within 100 ft. that are paralyzed. Each paralyzed creature suffers 30 points of damage unless they make a successful Fortitude save (DC 14). If successful they still take 1d6+3 points of damage. The save DC is Charisma-based and this ability is considered a death effect.

The world is a dangerous place and many animals die every day so that humanoids and other members of the ecosystem get enough to eat to survive. Hunting by tribal communities is a ritualistic practice with prayers offered to the gods for providing for the tribe. In the most bestial and most civilized of society, some take up the hunt not for nourishment but instead for sport or abject savagery. When an animal is brutally killed and its bones are left to rot, the animal’s spirit may not escape the mortal remain and instead animate its remains as undead spirit. The ghost of the hunt is not a malicious spirit seeking to do harm to all it comes upon, but it will attack any creature it sees despoiling the natural world. When not engaged with despoilers, the ghost of the hunt will try to track down and kill those that slaughtered it in the first place.

On Porphyra
Sarenites have great sorrow for the ghost of the hunt as no living creature should suffer torture or slaughter for spot. When a Sarenite first encounters a ghost of the hunt, she will attempt to aid the ghost in extracting revenge upon those that killed it before putting the ghost to its final rest.