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