Druj (Spirit)
Tiny or diminutive Undead 
Hit Dice: 14d12  (91 hp)
Initiative: +4 (+4 improved initiative) 
Speed: Fly 30 ft. (perfect)
AC: Skull and hand Druj: 29 (+2 size, +17 natural); eye Druj: 31 (+4 size, +17 natural) 
Attacks: 1 +7 meelee, see below
Damage: see below 
Face/Reach: 2 ½ ft x 2 ½ tt / 2 ½ ft
Special Attacks: Poison touch, each type of Druj has a unique special attack: see below
Special Qualities: Undead, Poisonous presence, Spell Immunity, Damage Reduction 20/+2, Spell-like abilities, Powerless in Daylight, Keen Sight, Essence Splitting
Saves: Fort +2, Ref +5, Will +7
Abilities: Str 10, Dex 15, Con -, Int 16, Wis 18, Cha 18
Skills: Knowledge (Moster Lore) +5, Listen +23, Spellcraft +22, Spot +23, Track +22
Feats: Improved Initiative

Climate/Terrain: Any land and underground
Organization: Solitary or group (see below) 
Challenge Rating: 16
Treasure: See below
Alignment: Usually chaotic evil
Advancement: None

	A Druj is an undead spirit. It appaers as a floating human skull, eye or hand. All are very intelligent, far more dangerous as they may seem.
	Druj are always encountered singly unless commanded into service by a Lich or a powerful evil Outsider. In such cases, two Druj eyes may rest in a Druj skull, accompanied by two Druj hands; no more than five Druj can ever gather in one place.
   A Druj normally has not treasure, thought it may occasinally serve as guard for some special items. Those characters who risk travel at night may encounter a Druj with 1d6 of its victims (as Zombies or Skeletons), who may carry treasure.

COMBAT
	Each type of Druj has a different type of attack:
	Eye: An eye Druj darts about, trying to touch its opponent; a touch does not inflict damages other than poisoning. Each eye Druj can also gaze at one victim per round (30’ distance), in addiction to physical attack. The victim must make a Fortitude save (DC 18), or be paralyzed for 1d4 turns. The eye Druj may touch a paralyzed victim automatically.
	Hand: A hand Druj inflicts 1d4 points of damage by touch, the holdsa onto its victim, causing automatic 1d4 points of damage each round thereafter.
	Skull: A skull Druj floats toward and bites its victim. When first approached, the victim must make a Will save (DC 18) or be frozen by fear, allowing the Druj to bite (no attack roll is needed) for 2d4 points of damage.

	Poison touch (Su): When a Druj hits in meelee, the victim must made a Fortitude save (DC 22); initial damage 2d6 temporary Con, secondary damage 1d6 temporary Con.
	Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning,  and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
	Powerless in daylight (Ex):Druj become invisible and nearly powerless (except  to move) at the light of dawn, regaining their powers at dusk. In daylight, Druj can travel up to 24 miles.
	Poisonous Presence (Su): The presence of a Druj causes all consumables items within 30’, including food, water, holy water and potions to became spoiled and useless (but no poisoned), with no save allowed. Even living plants and small insects within this area are paralyzed, dying if the Druj remains  there more than an hour. This effect negates all forms of plant control, insect swarms and plagues, both normal and magical.
	Spell Immunity (Su): A Druj is immunte to all spells of 4th level or lower.
	Spell-like abilities (Su): A Druj can at will create the following spell effects: darkness, silence, cause disease, animate dead, finger of death, as a 16th level sorcerer (save: DC 14+spell level).
	Keen Sight (Su): A Druj can sense invisible and astral things, and attack them without  penalty.
	Essence Splitting (Su): Once per night, a Druj can splits its essence in four identical forms. Each form can attack separately, but only one of the forms can use spell-like abilities. The forms able to cast spells can often be distingued, as it hover nearby while the other forms attack. If that form is slain, one of the surviving forms immediately gains all spellcasting abilities.
  If turned by a cleric, the parts of a Druj are forced to reunite into one creature, remaining united for 1d4+1 rounds. Futher success at turning is handled normally. 

The Druj first appeared in the Dungeons & Dragons Companion Set.