Magic of Incarnum - 3.5e

Page 186

MONSTERS

CHAPTER 7

Damage Reduction (Any): The midnight construct’s damage reduction value increases by 2 per point of essentia invested. Deadly Aura (Standard and Greater Only): Every living creature adjacent to the midnight construct at the end of its turn takes 1d6 points of damage per point of essentia invested (Fort DC 10 + 1/2 construct’s HD + essentia invested halves). Fly Speed (Standard and Greater Only): The midnight construct gains a fly speed of 20 feet per point of essentia invested (perfect maneuverability). Land Speed Increase (Any): The midnight construct’s land speed increases by 10 feet per point of essentia invested. Teleportation (Greater Only): As a move action, the midnight construct can teleport up to 20 feet per point of essentia invested. Soulburning Aura (Greater Only): Every living creature adjacent to the midnight construct at the end of its turn takes 1 point of Strength damage per point of essentia invested (Will negates, DC 10 + 1/2 construct’s HD + essentia invested). Construct Traits: A midnight construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to extra damage from critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Skills: *In areas of darkness or shadowy illumination, a midnight construct gains a +10 racial bonus on Hide checks.

NECROCARNUM ZOMBIE

A necrocarnum zombie is a corpse animated with the warped form of soul energy known as necrocarnum (see page 132). Though it physically resembles a traditional zombie, the necrocarnum zombie is cruel, cunning, and devastatingly quick.

SAMPLE NECROCARNUM ZOMBIES

186

Goblin Necrocarnum Zombie Small Undead (Evil, Incarnum) Hit Dice: 1d12+3 (9 hp) Initiative: +5 (includes +2 from incarnum speed) Speed: 40 ft. (8 squares) with incarnum speed; base 30 ft. AC: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 Base Attack/Grapple: +0/–2 Attack: Slam +3 melee (1d4+2) Full Attack: Slam +3 melee (1d4+2) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Damage reduction 5/magic and slashing, essentia pool 1, incarnum defense, incarnum speed, undead traits Saves: Fort +0, Ref +5, Will +0 Abilities: Str 15, Dex 17, Con —, Int 10, Wis 10, Cha 1 Skills: Hide +15, Move Silently +11 Feats: ToughnessB Environment: Any

Organization: Any Challenge Rating: 1/2 Treasure: None Alignment: Always neutral evil Advancement: — Level Adjustment: — Human Necrocarnum Zombie Medium Undead (Evil, Incarnum) Hit Dice: 1d12+3 (9 hp) Initiative: +4 (includes +2 from incarnum speed) Speed: 40 ft. (8 squares) with incarnum speed; base 30 ft. AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +0/+3 Attack: Slam +3 melee (1d6+3) Full Attack: Slam +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Damage reduction 5/magic and slashing, essentia pool 1, incarnum defense, incarnum speed, undead traits Saves: Fort +0, Ref +4, Will +0 Abilities: Str 17, Dex 15, Con —, Int 10, Wis 10, Cha 1 Skills: Hide +6, Listen +4, Move Silently +6, Spot +4 Feats: ToughnessB Environment: Any Organization: Any Challenge Rating: 1/2 Treasure: None Alignment: Always neutral evil Advancement: — Level Adjustment: — Worg Necrocarnum Zombie Medium Undead (Evil, Incarnum) Hit Dice: 4d12+3 (29 hp) Initiative: +5 (includes +1 from incarnum speed) Speed: 60 ft. (12 squares) with incarnum speed; base 50 ft. AC: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14 Base Attack/Grapple: +3/+8 Attack: Bite +8 melee (1d6+5) or slam +8 melee (1d6+5) Full Attack: Bite +8 melee (1d6+5) or slam +8 melee (1d6+5) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Damage reduction 5/magic and slashing, essentia pool 1, incarnum defense, incarnum speed, undead traits Saves: Fort +1, Ref +8, Will +1 Abilities: Str 21, Dex 19, Con —, Int 6, Wis 10, Cha 1 Skills: Hide +8, Listen +4, Move Silently +11, Spot +4, Survival +0 (+4 tracking by scent) Feats: Alertness, ToughnessB, Track Environment: Any Organization: Any Challenge Rating: 3 Treasure: None Alignment: Always neutral evil Advancement: 5–6 HD (Medium); 7–12 HD (Large) Level Adjustment: —


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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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