Let me see...<br/><br/>edit: Maybe add Half-Farspawn (+3), Monster of Legend (+2), Shadow creature (+1 CR), and Unholy Scion (+3)... Fill the rest out with Swordsage.<br/><br/>edit2: Maybe add in Tauric Dire Tiger (+1 CR) and Half-Doppelganger (+0) if it doesn't sound too cheesy. Not sure if I'd keep the void subtype.... Void and Obyrinth?<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Void Walker + Vecna Blooded + Phantom<br/>Medium Outsider (Evil, Extraplanar, Void)<br/>Hit Dice:    6d8+18 (45hp)<br/>Initiative:   +6<br/>Speed:   30 feet. (6 squares)<br/>Armor Class:   20 (+6 Dex, +4 deflection), touch 20, flat-footed 10<br/>Base Attack/Grapple:   +6/+10<br/>Attack:   Katana +12 melee (1d10+6/19-20)<br/>Full Attack:   Katana +12/+7 melee (1d10+6/19-20)<br/>Space/Reach:   5 ft./5 ft.<br/>Special Attacks:   Spell-like abilities<br/>Special Qualities:   Darkvision 60 ft., immunity to energy drain, outsider traits, void subtype<br/>Saves:   Fort +8, Ref +11, Will +8<br/>Abilities:   Str 18, Dex 23, Con 16, Int 16, Wis 16, Cha 18<br/>Skills:   Balance +8, Diplomacy +15, Handle Animal +13, Hide +15, Intimidate +13, Jump +6, Knowledge (the planes) +12, Listen +12, Move Silently +15, Ride +8, Search +12, Sense Motive +12, Spot +12, Tumble +15<br/>Feats:   Combat Reflexes, Dodge, Weapon Focus (katana)<br/>Environment:   Any<br/>Organization:   -<br/>Challenge Rating:   8<br/>Treasure:   Standard<br/>Alignment:   Any evil<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Spell-Like Abilities: At will -- pain (DC 18), tongues, teleport without error. Caster level 14th.The save DCs are Charisma-based.<br/><br/>The pain ability works by touch. A living creature touched must make a Fortitude save or be wracked by searing pain for 1 minute. While the pain lasts, the victim takes a -4 penalty on attack rolls, skill checks, and ability checks.<br/><br/>Void Subtype: Void creatures are made of the same empty space that comprises the Void. Normal creatures (that is, creatures without the void subtype) cannot see them unless the void creature makes its presence known, either by an act of will (a free action) or by attacking. A void creature has total concealment (50% miss chance) unless it reveals itself. See invisibility and invisibility purge don't reveal void creatures, but true seeing does. Blindsight and blindsense don't reveal void creatures. Members of the void disciple class can see void creatures. Once it reveals itself, a void creature remains visible until it uses a free action to conceal itself again.<br/><br/>A void hound can avoid magical and unusual attacks with great agility; it has the evasion special ability. If the creature makes a successful Reflex save against an attack that normally deals half damage on a successful save, the void creature instead takes no damage. A helpless void creature does not gain the benefit of evasion. A void creature must be wearing light or no armor to benefit from evasion.<br/><br/>Immunity to Energy Drain (Ex): Due to their physical makeup, energy drains of any type (level drain, temporary or permanent ability damage, etc.) cannot affect void walkers.<br/><br/>Outsider Traits: A void walker cannot be raised, reincarnated or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). Darkvision 60 ft.<br/><br/>Special Actions: The base creature gains the following<br/>special action.<br/>Divine Endurance: A god-blooded creature can take a free action to gain damage reduction 10/— from the mingling of divine blood with its material form. The creature can suppress this ability with another free action. Once the damage reduction has prevented 40 points of damage, the creature loses all benefits of the god-blooded template, including this ability, except when otherwise noted.<br/><br/>Enigma Aura (Su): Once per day, as a standard action, a Vecna-blooded creature can wrap itself in an aura that makes creatures within 120 feet intermittently forget it’s there. At the start of each affected creature’s turn, that creature has a 50% chance to be unable to attack the Vecna-blooded creature in any way, including with spells and special abilities. The aura lasts for 1 minute after it’s activated.<br/><br/>Hidden Spell (Su): Once per day, as a swift action, a Vecna-blooded creature can cause flat-footed opponents to take a –4 penalty on saves against spells the creature casts on that same turn.<br/><br/>Special Qualities: A Vecna-blooded creature gains the<br/>following special qualities.<br/>Cloak of Mystery (Su): All knowledge of the Vecna-blooded creature fades from the world. Its original name, its deeds before becoming Vecna-blooded, and so forth, disappear from memory. Only Vecna and the Vecna-blooded creature retain this knowledge. A Vecna blooded creature gains immunity to all divination spells cast against it or cast to learn information about it. Such divination fails to reveal any information. The Vecnablooded creature immediately learns the name, appearance, and location of the caster who attempted the divination. Unlike other god-blooded abilities, the Vecna-blooded creature retains this special quality after it loses other abilities from this template.<br/>Phantom Defense (Su): A phantom’s armor bonus, deflection bonus, natural armor bonus, and shield bonus count toward its Armor Class, whether it or its attackers are incorporeal or corporeal. Vulnerability to Ghost Touch (Ex): If damaged by a ghost touch attack, a phantom takes half again (+50%) as much damage from that attack, regardless of whether a saving throw is allowed or whether that save succeeds.<br/><br/>Atk Options: A phantom of CR 5 or higher cannot use attack options that require prolonged contact with a target, such as adhesive and similar attacks. A base creature or CR 5 or higher gains the following attack option. Phantom Strike (Ex): For the purpose of resolving spells, melee attacks, ranged attacks, and other attacks that require only momentary contact to deal damage or have their effects, a phantom is considered to be both incorporeal and corporeal when it is incorporeal. Thus, the phantom receives its normal Strength bonus on attack rolls and damage rolls, and it can use material components to cast its spells. Special Actions: A phantom of CR 5 or higher cannot use special actions that require prolonged contact with a target, such as swallow whole and similar actions. A base creature or CR 5 or higher gains the following special action. <br/>Incorporeal Jaunt (Su): A phantom can become incorporeal as a swift action. It can become corporeal again as a swift action or a standard action.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ability Bonus Breakdown</div><div class="spoiler_body">Half Farspawn: Str +2, Dex +2, Con +6, Wis +4, Cha +2.; Monster of Legend: Str +10, Dex +6, Con +10, Int +2, Wis +2, Cha +2.; Unholy Scion: Dex +2, Int +6, Wis +2, Cha +4.; Half-Doppelganger: Wits +2<br/>Bonus from Tauric Dire Tiger: Str 27, Dex 15, Con 17, +20d8HD, +7 feats.<br/>Total: Str 39, Dex 25, Con 33,  Int 24, Wis 26, Cha 26</div></div></div></div>