Incarnate, Major

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Tiny Outsider (Evil or Good)
Hit Dice: 10d8 (45 hp)
Initiative: +4 (Dex)
Speed: Fly 40ft. (perfect)
Armor Class: 22 (+2 size, +4 Dex, +6 deflection)
Base Attack/Grapple: 0
Attack: 0
Full Attack: Incorporeal touch +12 melee
Space/Reach: 5ft. by 5ft./5ft.
Special Attacks: Magic jar, hostile takeover, host synergy0
Special Qualities: Incorporeal, natural invisibility, damage reduction 10/+1, immunities 0
Saves: Fort +7, Ref +11, Will +14
Abilities: Str -, Dex 18, Con 10, Int 16, Wis 25, Cha 22
Skills: Bluff +16, Concentration +18, Diplomacy +19, Disguise +19, Intimidate +19, Listen +22, Sense Motive +20, Spot +220
Feats: Blind-Fight, Dodge, Mobility 0
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Unknown
Advancement: 11-30 HD (Tiny)
Level Adjustment: 0
Incarnates are pure balls of living energy that epitomize feelings or moral bias in the Outer Planes. Rather than being originated by petitioners, incarnates are planar energy given form. A major incarnate is normally invisible, but if seem by magic they appear as multi-colored balls of light.0CombatMajor incarnates follow sources of energy to feed upon and create symbiotic links with. It will not try to possess a host that cannot contain it unless it is trying to destroy it. Magic Jar (Sp): Major incarnates can use the magic jar spell as a full-round action on any creature that they have reduced to 0 Constitution or less, except that they do not need a receptacle, unless the creature successfully makes a Will save (DC 21). If the save is successful, the creature’s Constitution raises back to 1 and the possession fails. That creature is immune to that particular incarnate's magic jar ability for one day. The incarnate may choose not to interfere with the creature’s decisions, allowing it to retain its own Intelligence, Wisdom and Charisma scores.Hostile Takeover (Su): If a major incarnate tries to possess a creature with less than 10 HD, the creatures must make a Fortitude save (DC 15) or be destroyed by the massive energy of the incarnate. Also creatures with 10 HD or more, but of opposing alignment are affected by holy smite (if the incarnate is good) or unholy blight (if the incarnate is evil) as the spells cast by a 10th level cleric (DC 21).Host Synergy (Su): A major incarnate’s link to its host allows it to use circle of protection from evil, circle of protection from good, detect evil, and detect good as a 10th level cleric. It can also turn undead as a 5th level cleric of the same alignment. If its host is already able to do so, it can turn undead as if 5 levels higher.Hosts of a major incarnate of good gain a +2 enhancement bonus to Wisdom and Strength and +4 Charisma. Hosts of a major incarnate of evil gain a +4 enhancement bonus to Strength and a –2 penalty to Wisdom and –4 to Charisma.Natural Invisibility (Su): This ability is constant, allowing the major incarnate to remain invisible even when attacking. Invisibility purge or true seeing reveals the incarnate’s form.Immunities (Ex): Major incarnates are immune to cold, electricity, and fire.Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid object at will, and own attacks pass through armor. Always moves silently.0Habitat/SocietyIncarnates are divided between major and minor. The major incarnates are powerful expressions of the plane they come from, sometimes sticking to their home ground, sometimes spreading its alignment influence over the multiverse. Major incarnates are feared throughout the planes by fiends and celestials alike, for they hold considerable power to disrupt equilibrium of forces. They can take over mortals and other creatures influencing them or even forcing them to particular behaviors and mindsets to feed from its emanations. If they choose to only subvert a creature it can effectively drive it to alignment change. Evil major incarnates are sometimes known as obsessions, preferring to hound men of power, holy men into corruption. Good major incarnates are sometimes known as guardian spirits or angels and prefer to change communities, making them slide towards given planes or imbuing a single mortal with purpose beyond manly willpower. An evil incarnate can force a man to commit murder to feed later from its feelings of guilt and self-destruction, slowly gaining energy as the mortal’s soul plummets to the Lower Planes. A good incarnate can be as interventionist as an evil one, making sudden conversions or twisting villains to the side of good temporarily, only to disappear again after collecting enough energy.0EcologyThe origin of incarnates is a topic of much debate among paramortals and moral scholars. It is known that many gods and powers use incarnates for their own ends. The nature of this relation, however, is unknown. Some believe that they are willing servants gathered from the realm’s soil, air and fire, planar energy coerced into form. Most think of them as untamed beasts of primal energy that the powers refrain to use except in cases of necessity. Signer and Godsmen scholars prefer to see them as slivers of conscience from gods, striving to reassert and express dreams of Creation.0
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