Incarnate, Minor

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Tiny Outsider (Evil or Good)
Hit Dice: 5d8 (22 hp)
Initiative: +3 (Dex)
Speed: Fly 40ft. (perfect)
Armor Class: 18 (+2 size, +3 Dex, +3 deflection)
Base Attack/Grapple: 0
Attack: 0
Full Attack: Incorporeal touch +7 melee
Space/Reach: 5ft. by 5ft./5ft.
Special Attacks: Magic jar, host synergy0
Special Qualities: Incorporeal, natural invisibility, damage reduction 10/+1, immunities 0
Saves: Fort +4, Ref +8, Will +9
Abilities: Str -, Dex 16, Con 10, Int 16, Wis 20, Cha 17
Skills: Bluff +11, Concentration +8, Diplomacy +8, Disguise +8, Intimidate +8, Listen +13, Sense Motive +13, Spot +130
Feats: Blind-Fight, Dodge0
 
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Unknown
Advancement: 6-9 HD (Tiny)
Level Adjustment: 0
Incarnates are pure balls of living energy that epitomizes feelings or moral bias in the Outer Planes. Rather than being originated from petitioners, incarnates are planar energy given form. A minor incarnate is normally invisible, but if seem by magic they appear as multi-colored balls of light in which some figure can be recognized. It is said that minor incarnates under the service of demon lords appear as wicked phantoms inside their globe form. One serving Graz’zt may appear as a three-eyed feral cat, one coming from Shargaas realm in Gehenna might be like a piece of living night, oozing through the shadows.0CombatMagic Jar (Sp): Minor incarnates can use the magic jar spell as a full-round action in any creatures that they have been reduced to 0 Constitution or less, except that they do not need a receptacle, unless the creature successfully makes a Will save (DC 15). 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 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, modified accordingly.Host Synergy (Su): Minor incarnates represent different emotions, each has its own effects. If a possessed creature is forced to act against its alignment, it imposes a –2 morale penalty to Dexterity while the incarnate is possessing it.Natural Invisibility (Su): This ability is constant, allowing the minor incarnate to remain invisible even when attacking. Invisibility purge or true seeing reveals the incarnate’s form.Immunities (Ex): Minor 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.In addition to the above abilities, a creature being possessed by an incarnate will have one of the following traits, depending on the alignment of the possessing incarnate:Anger: The possessed creature gains a +4 morale bonus to Strength and Constitution scores, +2 morale bonus on Will saves and a –4 penalty to Intelligence and Charisma and –2 penalty to AC. The creature is compelled towards hateful acts and violence, reinforcing prejudices and destroying friends and companions.Charity:The possessed creature gains a +2 morale bonus to Wisdom and Charisma, immunity to anger (cannot rage) spells or effects, and a –4 penalty to Appraise and Intimidate checks. The creature is compelled towards generous acts and piety, being abandoned by the incarnate if she fails to spare or try to save a life.Courage:The possessed creature gains a +2 morale bonus to Constitution and Charisma, immunity to fear spells or effects and –4 penalty to Diplomacy and Disguise checks. The creature is compelled towards selfless acts of heroism, but not recklessness, being abandoned by the incarnate if she fails to confront a peril for another’s sake.Covetousness: The possessed creature gains a +4 competence bonus to Appraise and Disguise checks, a +2 morale bonus to Intelligence and a –2 penalty to Wisdom and Charisma. The creature is compelled towards being paranoid and a miser, suddenly developing a heartless ambition.Envy: The possessed creature gains a +4 competence bonus to Bluff, Gather Information, and Listen checks and –2 penalty to Wisdom and Charisma. The creature is compelled towards beginning a campaign of intrigue and strife, spreading rumors and "innocent" lies, to achieve his goals through treachery.Gluttony: The possessed creature gains a +2 morale bonus to Strength and Constitution, increases in weight rapidly (10 pounds per week) and a –4 penalty to Dexterity and –2 penalty to Wisdom and Charisma. The creature is compelled towards excessive consumption of food and drinks and detriment of independence and self-image.Hope: The possessed creature gains a +2 morale bonus to Charisma, a +1 luck bonus to all saves, immunity to despair or hopelessness spells or effects, and –4 penalty to Bluff and Sense Motive checks. The creature is compelled towards maintaining morale high and keeping dreams alive, being abandoned by the incarnate if she fails to strive for improvement.Faith: The possessed creature gains a +2 morale bonus to Strength and Wisdom, immunity to alignment changes and cannot lie or bluff. The creature is compelled towards pursuing and preserving tradition and spirituality, being abandoned by the incarnate if she shows doubt or cynicism.Justice: The possessed creature gains a +4 competence bonus to Diplomacy and Sense Motive checks, a +2 morale bonus to Wisdom, and –4 penalty to Initiative. The creature is compelled towards compassion and careful judgement, being abandoned by the incarnate if she indulges in hasty or unfair acts.Lust: The possessed creature gains a +4 morale bonus to Charisma and –2 penalty to Intelligence and Wisdom. The creature is compelled towards satisfying an unending desire, sometimes violently, and self-abandon.Pride: The possessed creature gains a +4 competence bonus to Intimidate, a +4 morale bonus on Will saves and a –2 penalty to Wisdom and Charisma. The creature is compelled towards vanity and feelings of superiority, refusing to listen to counsel and humiliating those around her.Sloth: The possessed creature gains a +4 competence bonus to Bluff and a –2 penalty to Dexterity and Wisdom. The creature is compelled towards inaction and self-destruction, neglecting prayers, spell memorization and other obligations.Temperance: The possessed creature gains a +4 competence bonus to Balance and Diplomacy checks, +2 morale save bonus against mind-influencing spells or effects and a –2 penalty to Strength. The creature is compelled towards tolerance and mildness, being abandoned by the incarnate if she is harsh or acts in a radical manner.Wisdom: The possessed creature gains a +4 morale bonus to Wisdom, a +2 competence bonus to all Knowledge checks and a –2 penalty to Constitution. The creature is compelled towards correcting and helping those who err, being abandoned if she fails to pass along her experience.0Habitat/SocietyIncarnates are divided between major and minor. Minor incarnates are expressions of basic feelings, primitive sensations extracted from the planes. Some name these as the seven virtues and seven deadly sins, others as the seven planes of good and evil. Yet, others associate them with natural formations: the bog-incarnate of sloth, the mount-incarnate of faith, faux fire of envy. Minor incarnates acts seem more subtle than major ones, but it is more for a question of raw energy than a tendency of the incarnates. Changes caused by the influence of a minor incarnate are not as immediate and damning, but are still dangerous because of the slow influence exerted. They are capable of dominating completely their hosts and doing all sort of actions with it, but they are more easily rejected. Minor incarnates give preference to specific emotions over moral confrontations, with slow corrosion of values instead.0EcologySimilar theories exist for the origin of minor incarnates. They are also used by gods, celestials, and fiends alike to reach their goals and are much more common. However, an alternate thesis was defended by Sinker philosopher Lord Scintra. He claims minor incarnates are the remnants of planeborn slain in their home plane whose essence is absorbed by the plane. The dissipating energy forms a lesser expression of the creature’s archetype until it, too, dwindles away.0
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