Magic of Incarnum - 3.5e

Page 180

MONSTERS

CHAPTER 7

target is lost, and a new bonus begins to accrue against the new target. Immunity to Magic (Ex): An incarnum golem is immune to the effect of any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A dispel evil, dispel good, dispel chaos, dispel law, or dismissal spell resets an incarnum golem’s adaptive attack bonus to +0 and dazes the creature for 1 round. A banishment spell also resets an incarnum golem’s adaptive attack bonus but dazes the golem for 1d4+1 rounds. While the golem is dazed by either of these effects, its fast healing ability is suppressed.

Construction An incarnum golem’s body must be sculpted from adamantine, iron, and plates of magically hardened glass. These materials cost a total of 7,500 gp. Creating the body requires a DC 15 Craft (sculpting) check. CL 11th; Craft Construct (see page 303 in the Monster Manual), ability to shape a soulmeld, animate object, limited wish, planar binding, caster must be at least 11th level; Price 47,500 gp; Cost 27,500 gp + 1,600 XP.

Illus. by C. Frank

INCARNUM WRAITH

Incarnum golem

An incarnum golem is made from magically hardened glass reinforced with adamantine and iron and infused with the energy of incarnum. The creature stands 11 feet tall and weighs about 2,500 pounds. The spirit energy bound within an incarnum golem allows it to adapt its attacks to fit the situation. Thus, it becomes a more formidable foe as combat progresses. The incarnum bound within the golem’s form repairs the damage it takes even while it amplifies attacks that have proven successful.

Combat

180

An incarnum golem is a fearsome opponent that can adapt quickly to its opponent’s abilities while improving its own attacks with nearly every swing. In combat, it tends to focus on a single target until it dies or moves out of reach. Adaptive Attack (Ex): When it strikes, an incarnum golem adapts its attack to take advantage of weaknesses in the opponent’s defenses. Each round that it successfully damages a living creature, it gains a cumulative +1 insight bonus (maximum +5) on attack rolls and damage rolls against that opponent. This bonus remains in force until the golem deals damage to a different living creature. For example, the first time an incarnum golem damages a living foe, a +1 bonus applies to each of its attacks against that target in subsequent rounds. The next time it hits that foe, the bonus increases to +2. During any round that it misses the target, the bonus does not increase. If the incarnum golem hits a different target at any point in that progression, the bonus against the first

Medium Undead (Incarnum, Incorporeal) Hit Dice: 6d12 (39 hp) Initiative: +6 Speed: Fly 40 ft. (8 squares) (perfect) AC: 16 (+2 Dex, +4 deflection), touch 16, flat-footed 14 Base Attack/Grapple: +3/— Attack: Incorporeal touch +5 melee (1d4 plus drain essentia) Full Attack: Incorporeal touch +5 melee (1d4 plus drain essentia) Space/Reach: 5 ft./5 ft. Special Attacks: Create spawn, essentia drain Special Qualities: Darkvision 60 ft., incorporeal traits, undead traits Saves: Fort +2, Ref +4, Will +7 Abilities: Str —, Dex 15, Con —, Int 7, Wis 14, Cha 18 Skills: Hide +11, Listen +8, Spot +9 Feats: Ability Focus (essentia drain), Alertness, Improved Initiative Environment: Any Organization: Solitary, pair, or gang (3–5) Challenge Rating: 5 Treasure: None Alignment: Always neutral evil Advancement: 7–12 HD (Medium) Level Adjustment: — A shadowy, midnight-blue form hovers in the air. Its vaguely humanoid form twists and reshapes constantly, but regardless of how its features change, its visage retains an expression of menace. In rare situations, the soul energy of pure incarnum takes on a semimaterial form. Such an amalgam of souls is a sentient undead creature known as an incarnum wraith. Because the many souls that compose its form have varying alignments, the incarnum wraith tends to favor neutrality over


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Appendix: The Essentia Tracker

6min
pages 214-216

Appendix: Epic-Level Meldshapers

8min
pages 212-213

The Last Mishtai

5min
page 202

The Secret Keepers

4min
page 201

The Pentifex Order

13min
pages 209-211

The Bastion of Souls

5min
pages 207-208

Opening the Wellspring

5min
page 200

Soulspark

7min
pages 197-198

Skarn

10min
pages 191-193

Soulfused Construct

8min
pages 195-196

Midnight Construct

6min
pages 184-185

Incarnum Wraith

3min
page 180

Necrocarnum Zombie

10min
pages 186-188

Rilkan

7min
pages 189-190

Lost

10min
pages 181-183

Incarnum Golem

2min
page 179

Duskling

9min
pages 175-177

Giant, Totem

3min
page 178

Azurin

8min
pages 170-171

Location: The Mishtoran in Nor

3min
page 152

Witchborn Binder

31min
pages 162-168

Umbral Disciple

19min
pages 158-161

Totem Rager

21min
pages 153-157

Soulcaster

22min
pages 142-146

Sapphire Hierarch

25min
pages 136-141

Necrocarnate

18min
pages 132-135

Ironsoul Forgemaster

27min
pages 126-131

Incarnum Blade

23min
pages 121-125

Soulbound Armor or Shield

3min
page 110

Essentia Jewel

2min
page 113

Soulbound Weapon

3min
page 111

Landshark Boots

2min
page 75

Incarnate Weapon

2min
page 72

Enigma Helm

2min
page 65

Airstep Sandals

3min
page 55

Ankheg Breastplate

2min
page 56

Putting It All Together

2min
page 51

Racial Substitution Levels

32min
pages 41-48

Feats

28min
pages 34-40

Incarnate

23min
pages 20-24

Introduction

12min
pages 4-6

Totemist

18min
pages 29-32

Rilkans

11min
pages 12-14

Dusklings

7min
pages 10-11

Soulborn

17min
pages 25-28

Skarns

13min
pages 15-17

Chapter 2: Classes

1min
page 19
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