As far as your monster goes, Gimble. I have given it a once over and made some notes for final adjustments based on your vision. Here is the amended version:
ANIMA-VORTEX A swirling nebula of gold and sapphire threads, pulsing with the frantic heartbeat of the cosmos.
CR 14
Huge Outsider (Extraplanar, Incorporeal)
Hit Dice: 16d8+80 (152 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: Fly 60 ft. (perfect) (12 squares)
Armor Class: 26 (–2 size, +5 Dex, +11 deflection, +2 luck), touch 26, flat-footed 21
Base Attack/Grapple: +16/—
Attack: Incorporeal touch +19 melee (2d8 positive energy + instill purpose)
Full Attack: 2 incorporeal touches +19 melee (2d8 positive energy + instill purpose)
Space/Reach: 15 ft./15 ft.
Special Attacks: Awakening wake, instill purpose, sudden sapience, spell-like abilities
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., incorporeal traits, outsider traits, SR 25, vulnerability to negative energy
Saves: Fort +15, Ref +15, Will +15
Abilities: Str —, Dex 21, Con 20, Int 14, Wis 21, Cha 32
Skills: Concentration +24, Diplomacy +30, Knowledge (the planes) +21, Listen +24, Search +21, Sense Motive +24, Spot +24, Use Magic Device +30
Feats: Ability Focus (Instill Purpose), Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility
Environment: Positive Energy Plane
Treasure: Standard
Organisation: Solitary
Advancement: Advancement: 17-32 HD (Huge); 33-48 HD (Gargantuan)
SPECIAL ABILITIES
Awakening Wake (Su): The Anima-Vortex radiates a frantic, creative energy. Any non-magical, unattended object of Medium size or smaller within 30 feet of the vortex is affected as if by the animate objects spell. These objects act for 1d6 rounds, generally flailing about in a joyful but chaotic manner.
Furthermore, if the Anima-Vortex passes through a space occupied by a creature, all of that creature’s non-magical gear (cloaks, boots, scabbards) must succeed on a DC 29 Will save or become animated for 1d4 rounds. Animated gear typically attempts to grapple or trip its wearer. The save DC is Charisma-based.
Instill Purpose (Su): When the Anima-Vortex hits a creature with its incorporeal touch, it may choose to "wake up" a single magical item held or worn by the target. The item is affected as if by the awaken construct spell for 1 round. The item gains a rudimentary ego; it immediately attempts to cease functioning or hinder its user. The user can regain control of the item with a DC 31 Will save or a DC 25 Charisma check as a move action.
Sudden Sapience (Sp): 1/day, the Anima-Vortex can cast awaken as a spell-like ability (casting time 1 standard action). It can use this on plants or animals, or use it to permanently grant sentience to a construct or a large inanimate object (like a ship or a statue). These newly sentient beings are independent and not under the Vortex's control.
Spell-Like Abilities (Sp): At will—mending, light; 3/day—make whole, animate objects, continual flame; 1/day—sunburst (DC 29). Caster level 16th.
Vulnerability to Negative Energy (Ex): Takes half again as much damage (+50%) from negative energy effects.
ECOLOGY & TACTICS The Anima-Vortex is a nightmare for heavily geared adventurers. It uses Flyby Attack to pass directly through the party's front line. As it passes, the Fighter's armor starts trying to unbuckle itself and his backpack tries to hop away. It uses its animate objects ability to create a "shield" of swirling debris to provide it with cover while it focuses on "freeing" the souls of the party's magic items.
Charon's notes:
Changed FF AC to 21 as the bot deducted the luck bonus incorrectly. Why does it even have a luck bonus to AC? I'd be tempted to remove that altogether.
DR Evil makes no sense as the creature is not inherently good nor lives on a good aligned plane? Changed to DR Magic in line with 3.5e update booklet guidance on Damage Reduction. However, I would recommend removing this entirely as the creature is already incorporeal, thus essentially requiring a magic weapon to engage effectively.
Creature is missing alignment, presumably True Neutral?
Needs two more skills at 19 ranks plus mod.
Sunburst DC raised to 29.
Continual Flame DC removed.
Instill Purpose - Will Save raised to 31 to factor in Ability Focus. Note that DC 25 Charisma check is practically impossible for most characters. I suggest 21, which is 10 base plus the creature's cha mod, which is essentially an opposed check (creature taking 10), still hard but not impossible to beat. This doesn't include ability focus as that only applies to saves.
Added Environment, Organisation, Advancement and Treasure entries. Treasure set to standard, as this thing probably has swept up some objects?
Should this creature have a Con score? As noted in the MM, page 312, creatures with no physical body generally do not have a con score, like a spectre. I'd be tempted to say it does not. This lowers its HP, but makes it immune to a lot of stuff.
Added Outsider traits (cannot be resurrected, darkvision, needs to breathe?)
That final point raises a question. Is this actually an outsider? I feel like it perhaps falls better into Elemental, which requires some adjustments. It could also be an Ooze but those need to eat and breathe so some decisions have to be made here about its physiology. As a vortex, I'd lean towards elemental and rejig it accordingly. This means it no longer needs to eat, sleep or breathe. While it is essentially composed of air, it doesn't have to have the air subtype, but I'd be tempted. Ultimately this will lower its bab to 3/4 progression and make its fort/will saves weak and reduce its skill allotment to four skills at current levels.
Does it have eyes? If not, maybe add Blindsight.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.
Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.