Magic of Incarnum - 3.5e

Page 181

any particular ethical outlook. However, its warped mental state causes it to hate all living creatures—particularly those who channel incarnum. An incarnum wraith’s specific features are indistinct and malleable, and it might display a variety of different faces during a single encounter as it shifts among the many souls that make up its form. As an incorporeal creature, it is weightless. An incarnum wraith speaks Common.

LOST

Though they were once normal creatures, the lost have been tainted by incarnum and bound to negative emotions or ideals. Many of these miserable beings are misshapen wretches who have fled to the wilderness and gradually degenerated into savages, but a few are cunningly social and well groomed. The hunchbacked madman foaming at the mouth and screaming about the flies in his heart, the eyeless savage leaping through the wood, the effete noble with a penchant for bloodletting, and even the griffon that descends upon hapless travelers in the wild with his gore-encrusted beak and talons—all these creatures and more are lost. Forever separated from its mortal brethren, a lost is pinned to the depths of hate and rage by a single wisp of pure incarnum. A lost is created when a passing strand of uncontrolled soul energy strikes a creature that happens to share its negative emotional state at that moment. For example, a human who is angry at a merchant for fleecing him out of his hard-earned silver might encounter a strand of incarnum that embodies anger in the alley near the merchant’s stall. The incarnum permanently bonds the wrath to the man’s soul and amplifies it until it becomes blind rage. This bonding process fiercely intensifies the creature’s heartbeat, making it audible at a distance of 5 feet with a DC 20 Listen check. Once the bonding is complete, the creature gains the lost template. Each lost appears as a deformed version of its former self, though the type and extent of the deformities vary widely from one individual to another. The creature’s mental stability is also hampered to a greater or lesser extent based on the emotion to which it is bound. For example, a lost dwarf who has retained his wits might wear a single glove to cover the twisted remains of his fi ngers, while a lost human blacksmith might drool, twitch, and stumble like a mad dog. None but the most deviously insane lost bother with dress or personal upkeep; they simply sleep where they can and let their clothes deteriorate into rags. But even a lost that successfully disguises its nature cannot escape its traitorous heart. Thus, the rare lost that attempts to masquerade as fully humanoid haunts noisy public places to mask its telling heartbeat. No lost has ever been restored to its former state, but sages speculate that a method might exist to redeem at least some of these creatures. The exact means of doing so is left to the DM to devise, but it should require a quest of some sort.

Illus. by A. Stokes

Incarnum wraith

MONSTERS

An incarnum wraith approaches its target silently, then strikes with its incorporeal touch attack to drain essentia. Create Spawn (Su): Any humanoid that has an essentia pool and is slain by an incarnum wraith becomes a new incarnum wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Such spawn are under the command of the incarnum wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. A humanoid that does not have an essentia pool is merely dead if slain by an incarnum wraith. It does not become a new incarnum wraith.

CHAPTER 7

Combat

Essentia Drain (Su): Any living creature hit by an incarnum wraith’s incorporeal touch attack must succeed on a DC 19 Fortitude save or lose 1d4 points of essentia. The save DC is Charisma-based. If the creature struck does not have essentia, or its essentia pool is already depleted, it takes Constitution damage equal to the points of essentia that would normally be lost. Whether it drains essentia or Constitution, an incarnum wraith gains 5 temporary hit points on each successful attack. Lost essentia returns to the character’s essentia pool when the wraith is destroyed, or 1 hour after the loss occurs, whichever comes first.

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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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