MONSTERS
CHAPTER 7
Environment: Any contains the shoulders chakra, and the lowermost portion Organization: Solitary, pair, squad (1–4 plus 3rd-level of its body contains the feet chakra. cleric), or company (5–8 plus 3rd-level cleric and 4thAmorphous Body: A creature with no limbs, head, or level soulborn) discernable anatomical structure (such as a mimic), has access Challenge Rating: 1/2 to only two chakras—namely, the heart and soul. Treasure: See possessions No Constitution Score: A creature without a ConstituAlignment: Chaotic good tion score, such as a construct or an undead creature, has Advancement: By character class no soul chakra. Level Adjustment: +0 Access to a chakra does not necessarily mean that the creature can wear magic items associated with that body slot equivalent. For example, a horse can’t wear gloves of Dexterity, This determined-looking warrior looks entirely human, except that even though its hands chakra is available for soulmelds. her eyes gleam with a sky-blue sheen. A creature’s access to chakras depends on its current physical form, not its natural form. Thus, a character who Combat-minded azurins are always eager to take on a cause, uses polymorph to turn into a snake loses access to his hands and they fight for it with every ounce of zeal they possess. chakra. If he takes on a form that lacks a chakra to which he They do not foolishly sacrifice their lives, but they are always ready to die for a cause. currently has a soulmeld bound, that bind is lost until the character assumes a form that allows it. At that point, the character must unshape and reshape the meld in order to Combat Azurin warriors are brazen combatants who leap into the bind it to the chakra again. fray before thinking the situation through. They prefer to open combat with a charge if at all possible. Essentia Pool (Su): This azurin warrior has an essentia Azurins are the incarnum-touched children of human parpool of 2. Her essentia capacity is 2 for incarnum feats because of her Improved Essentia Capacity feat, or 1 otherwise. She ents. Blessed with especially pure and potent souls, they are invests both of her essentia points in her Cobalt Charge born with the ability to manipulate incarnum. feat, thereby gaining a +2 insight bonus on attack rolls and Physically, an azurin looks almost identical to a human, damage rolls made as part of a charge attack (not included standing 5-1/2 to 6 feet tall and weighing about 180 pounds. in the statistics above). However, her heritage is apparent in the sky-blue sheen of Possessions: Chainmail, heavy wooden shield, masterher eyes. work longsword, light crossbow with 10 bolts, potion of cure Since they are children of humanity, azurins have no light wounds. society or culture of their own. They tend toward extremes in alignment, and heroic lawful good azurins are just as common as villainous chaotic evil ones. Perhaps because SAMPLE AZURIN CLERIC Azurin, 3rd-Level Cleric of their tendency to embrace alignment extremes, azurins tend to be passionate and dedicated—and a bit foolhardy and Medium Humanoid (Human, Incarnum) impatient as well. When engaged in an activity, they pursue Hit Dice: 3d8+3 (16 hp) it single-mindedly (some might even say obsessively). Initiative: +4 Azurins speak Common. Speed: 20 ft. (4 squares) AC: 18 (+8 full plate armor), touch 10, flat-footed 18 SAMPLE AZURIN WARRIOR Base Attack/Grapple: +2/+3 Attack: Masterwork heavy flail +5 melee (1d10+1/19–20) or Azurin, 1st-Level Warrior light crossbow +2 ranged (1d8/19–20) Medium Humanoid (Human, Incarnum) Full Attack: Masterwork heavy flail +5 melee (1d10+1/19–20) Hit Dice: 1d8+1 (5 hp) Initiative: +0 or light crossbow +2 ranged (1d8/19–20) Speed: 20 ft. (4 squares) Space/Reach: 5 ft./5 ft. AC: 17 (+5 chainmail, +2 heavy wooden shield), touch 10, Special Attacks: Smite, spells flat-footed 17 Special Qualities: Channel incarnum 5/day, essentia Base Attack/Grapple: +1/+2 pool 2 Attack: Masterwork longsword +3 melee (1d8+1/19–20) or Saves: Fort +4, Ref +1, Will +5 light crossbow +1 ranged (1d8/19–20) Abilities: Str 12, Dex 10, Con 13, Int 8, Wis 15, Cha 14 Full Attack: Masterwork longsword +3 melee (1d8+1/19–20) Skills: Concentration +4, Jump –11, Knowledge (arcana) +2 or light crossbow +1 ranged (1d8/19–20) Feats: Improved Essentia Capacity, Improved Initiative, Space/Reach: 5 ft./5 ft. Martial Weapon Proficiency (heavy flail)B, Sapphire Smite Special Attacks: — (2 essentia), Weapon Focus (heavy flail)B Special Qualities: Essentia pool 2 Environment: Any Saves: Fort +3, Ref +0, Will –1 Organization: Solitary, squad (1 plus 1–4 1st-level warAbilities: Str 12, Dex 10, Con 13, Int 9, Wis 8, Cha 11 riors), or company (1 plus 5–8 1st-level warriors and 1 Skills: Intimidate +4, Jump –12 4th-level soulborn) Feats: Cobalt Charge (2 essentia), Improved Essentia Challenge Rating: 3 Capacity Treasure: See possessions
AZURIN
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