LEAST SOULSPARK Tiny Outsider (Alignment*, Incarnum, Native) Hit Dice: 2d8+4 (13 hp) Initiative: +5 Speed: 20 ft. (4 squares), fly 30 ft. (perfect) Armor Class: 14 (+2 size, +1 Dex, +1 natural), touch 12, flat-footed 13 Base Attack/Grapple: +2/–6 Attack: Soul blast +5 ranged (1d4+1) Full Attack: Soul blast +5 ranged (1d4+1) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Soul blast Special Qualities: Amorphous, damage reduction 1/alignment**, essentia pool 2, evasion, incarnum shroud Saves: Fort +5, Ref +4, Will +4 Abilities: Str 10, Dex 13, Con 15, Int 6, Wis 13, Cha 13 Skills: Diplomacy +3, Hide +14, Knowledge (history) +3, Listen +6, Move Silently +6, Sense Motive +6, Spot +6 Feats: Improved Initiative Environment: Any Organization: Solitary, pair, or flood (3–8) Challenge Rating: 1 Treasure: Standard Alignment: Always chaotic neutral, lawful neutral, neutral good, or neutral evil Advancement: 3 HD (Tiny) Level Adjustment: —
LESSER SOULSPARK Tiny Outsider (Alignment*, Incarnum, Native) Hit Dice: 4d8+8 (26 hp) Initiative: +6 Speed: 20 ft. (4 squares), fly 30 ft. (perfect) Armor Class: 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14 Base Attack/Grapple: +4/–4 Attack: Soul blast +8 ranged (1d6+2) Full Attack: Soul blast +8 ranged (1d6+2) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Soul blast Special Qualities: Amorphous, damage reduction 3/alignment**, essentia pool 4, evasion, incarnum shroud Saves: Fort +6, Ref +8, Will +5
SOULSPARK Tiny Outsider (Alignment*, Incarnum, Native) Hit Dice: 6d8+12 (39 hp) Initiative: +8 Speed: 20 ft. (4 squares), fly 30 ft. (perfect) Armor Class: 19 (+2 size, +4 Dex, +3 natural), touch 16, flat-footed 15 Base Attack/Grapple: +6/–1 Attack: Soul blast +13 ranged (1d8+3) Full Attack: Soul blast +13 ranged (1d8+3) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Soul blast Special Qualities: Amorphous, damage reduction 5/alignment**, essentia pool 6, evasion, incarnum shroud Saves: Fort +7, Ref +11, Will +6 Abilities: Str 13, Dex 18, Con 15, Int 6, Wis 13, Cha 17 Skills: Diplomacy +5, Hide +21, Knowledge (history) +7, Listen +10, Move Silently +12, Sense Motive +10, Spot +10 Feats: Improved Initiative, Lightning Reflexes, Weapon Focus (soul blast) Environment: Any Organization: Solitary, pair, or flood (3–8) Challenge Rating: 5 Treasure: Standard Alignment: Always chaotic neutral, lawful neutral, neutral good, or neutral evil Advancement: 7 HD (Tiny) Level Adjustment: —
MONSTERS
SOULSPARK
Abilities: Str 10, Dex 15, Con 15, Int 6, Wis 13, Cha 15 Skills: Diplomacy +4, Hide +17, Knowledge (history) +5, Listen +8, Move Silently +9, Sense Motive +8, Spot +8 Feats: Improved Initiative, Lightning Reflexes Environment: Any Organization: Solitary, pair, or flood (3–8) Challenge Rating: 3 Treasure: Standard Alignment: Always chaotic neutral, lawful neutral, neutral good, or neutral evil Advancement: 5 HD (Tiny) Level Adjustment: —
CHAPTER 7
odd point that might be left over to learn Common or some other language. Feats: The soulfused construct gains feats at the rate of 1 + 1/ 3 HD, just as a normal creature does. Common feats selected by such creatures include Improved Initiative, Improved Natural Attack, Iron Will, and Power Attack. Organization: Solitary. Challenge Rating: Same as the base creature +1. Alignment: Usually chaotic (any). The fusion of incarnum and construct rarely produces a disciplined or orderly mindset. Advancement: By character class. Level Adjustment: Same as the base creature +1.
GREATER SOULSPARK Tiny Outsider (Alignment*, Incarnum, Native) Hit Dice: 8d8+16 (52 hp) Initiative: +9 Speed: 20 ft. (4 squares), fly 30 ft. (perfect) Armor Class: 21 (+2 size, +5 Dex, +4 natural), touch 17, flat-footed 16 Base Attack/Grapple: +8/+0 Attack: Soul blast +16 ranged (1d12+5) Full Attack: Soul blast +16 ranged (1d12+5) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Soul blast Special Qualities: Amorphous, damage reduction 10/alignment**, evasion, essentia pool 8, incarnum shroud Saves: Fort +8, Ref +13, Will +7 Abilities: Str 13, Dex 21, Con 15, Int 6, Wis 13, Cha 21
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