|
Dark Incarnate
|
Large Outsider (Evil, Native) |
Hit Dice: | 12d8+36 (90 hp) |
Initiative: | +11 (+11 Dex, +4 Improved Initiative) |
Speed: | Fly 30 Ft. (perfect) |
AC: | 28 (-1 size, +7 Dex, +12 natural), touch 16, flat-footed 21 |
Base Attack/Grapple: | +12/+18 |
Attack: | Tendril +19 melee (1d8+2 plus 2d6 fire) | Full Attack: | 3 tendrils +19 melee (1d8+2 plus 2d6 fire) |
Space/Reach: | 10 ft./10 ft. |
Special Attacks: | Ability damage, energy drain, death touch | Special Qualities: | DR 10/good, darkvision 60 ft., fear aura, immunities, invisibility, acid/fire/cold resistance 20, spells, SR 22, telepathy |
Saves: | Fort 11, Ref 15, Will 12 |
Abilities: | Str 14, Dex 24, Con 16, Int 16, Wis 18, Cha 22 |
Skills: | Bluff +21, Concentration +18, Diplomacy +21, Hide +22, Knowledge (arcane) +18, Knowledge (planes) +18, Listen +15, Move Silently +22, Sense Motive +19, Spellcraft +18, Spot +19 | Feats: | Empower Spell, Heighten Spell, Improved Initiative, Spell Focus (enchantment), Weapon Finesse (tendril) |
Environment: | Any |
Organization: | Solitary |
Challenge Rating: | 14 |
Treasure: | Standard Coin, Standard Goods, Double Items |
Alignment: | Always Chaotic Evil |
Advancement: | 13-15 HD (Large); 16-20 HD (Huge) |
Level Adjustment: | - |
- Appearance
- The dread Dark Incarnate, also known as the Blue Flame, is a maleficent creature of terrible and deadly evil. Though it
may be invisible at will, the Incarnate often makes its appearance known so that its powerful fear aura can cause chaos
and disorder among its foes. When visible, the Incarnate appears as a towering multitude of midnight black and
cold blue fire. A malignant and insidious twisting of space can be seen within its depths, a vortex of corruption that
links the creature to the Negative Material Plane and allows it to rejuvinate its powers independant of its dark creator.
The Incarnate is so named for its origin, power separated from the Dark God and then
given sentience and made incarnate by its twisted evil will.
- Combat
- A Dark Incarnate attacks by lashing out with a twisting tongue of cold burning flame. The effects of each attack in a round
depend on how many times the targeted opponent has been successfully attacked by the Incarnate in that round.
Incarnate will use spells to harm groups of opponents before engaging in melee, focusing
upon the target that they perceive to be their greatest threat first.
Ability Damage (Su): The target creature hit to make a Fortitude check (DC 22)
or suffer the loss of 1d6 points of strength and charisma. Ability damage heals at a rate of 1 point per day.
Energy Drain (Su): A creature successfully attacked a second time in the same
round gains one negative level, imposing a -1 penalty on all skill and ability checks, attacks, and saving throws, and loses
1 effective level or Hit Die for each negative level. A spellcaster loses one spell slot of the highest level they can cast and
(if applicable) one prepared spell of that level; this loss persists until the negative level is removed.
Negative levels remain until 24 hours have passed or until removed by a spell. At that time,
the afflicted creature must attempt a Fortitude save (DC 22). A success indicates that the negative level goes away, while a
failure indicates the level loss has become permanent. A separate saving throw is allowed for each negative level.
The Dark Incarnate gains five hit points for each negative level that it successfully inflicts
upon another creature. If the amount of healing is more than the Incarnate has suffered, it gains any excess as temporary
hit points.
Death Touch (Su): A creature successfully attacked a third time in the
same round must attempt a Fortitude save (DC 22) or die.
Fear Aura (Su): Unless suppressed, which the Dark Incarnate may do as a
free action, causes living creatures within 30 ft. to become panicked. They suffer a -2 penalty on saving throws and they
flee for 12 rounds. This aura functions similar to a Fear spell. Creatures subject to fear may make a Will save (DC 20) to
resist the effects of the Fear Aura. A creature that has successfully resisted the aura is not subject to it's effects for the
remainder of the encounter. Creatures bound in service to the Incarnate are unaffected by this aura.
Resistances (Ex): Dark Incarnate have cold, fire, and acid resistance 20.
Immunities (Ex): Spells and spell like effects that draw upon the Negative
Material Plane heal an Incarnate of damage equal to twice the effective spell level that was cast upon it.
Spells (Sp): Dark Incarnate have the spell casting abilities of a 12th level
sorcerer. If encountered during the time of the Black Scourge they also have the spell casting abilities of a 12th level
cleric (add 2 to the CR). Typical spells chosen are those dealing with Enchantment/Charm, Divination, Evocation, and
Necromancy. In addition to its spell casting abilities, the Dark Incarnate is capable of traveling by teleport without
error, which it may do at will as a standard action. A Dark Incarnate's spell list might include the following:
0th Level: (Choose 9) Arcane Mark, Daze, Detect Magic, Flare, Light, Read Magic.
1st Level: (Choose 5) Identify, True Strike, Charm Person, Hypnotism, Sleep, Magic Missile, Change Self, Color Spray, Cause Fear, Ray of Enfeeblement.
2nd Level: (Choose 5) Arcane Lock, Blindness/Deafness, Blur, Darkness, Continual Flame, Detect Thoughts, Hypnotic Pattern, Invisibility, Locate Object, Mirror Image, Obscure Object, See Invisibility, Shatter.
3rd Level: (Choose 4) Clairaudience/Clairvoyance, Dispel Magic, Displacement, Fireball, Hold Person, Lightning Bolt, Major Image, Nondetection, Slow, Suggestion, Vampiric Touch.
4th Level: (Choose 3) Arcane Eye, Charm Monster, Confusion, Contagion, Emotion, Enervation, Fire Shield, Ice Storm, Improved Invisibility, Lesser Gaes, Locate Creature, Phantasmal Killer, Polymorph Self, Rainbow Pattern, Scrying, Wall of Fire.
5th Level: (Choose 2) Animate Dead, Cone of Cold, Dominate Person, Dream, Feeblemind, Hold Monster, Magic Jar, Mind Fog, Nightmare, Persistent Image, Seeming, Wall of Force.
6th Level: (Choose 1) Analyze Dweomer, Chain Lightning, Circle of Death, Contingency, Gaes, Greater Dispelling, Mass Suggestion, Mislead, Project Image, Repulsion, True Seeing, Veil.
Telepathy (Su): Incarnate can communicate telepathically with any creature within 100 feet that has a
language.
- Habitat/Society
- Without the leadership and malice of the Dark One guiding their actions, the Blue Flame remaining upon the world of
Sulerin seek their own evil and independent designs. Though they reject associating with others of their kind, the Dark
Incarnate prefer to have a large host of creatures serving its evil will. Typically these are the same creatures which
served the Dark God during the the time of the Black Scourge. Moredhel,
Skull Bearers,
Moredwraiths, and
Sakarabru are all likely companions.
- Ecology
- As a creation of the Dark One, the Incarnate have no natural place in the Prime Material Plane. It requires large quantities
of life force to sustain its existence. The Incarnate have a withering effect on all living, organic things which they touch.
- History
- Fortunately very few of these utterly horrific creatures were created by the Dark God during the wars of the Black Scourge.
They served the Dark One as his most elite minions, controlling the supernatural aspects of the chaos wrecked upon the
world while the Dark One's armies razed the physical world. It is known that though very few of these creatures were
created, there exist only records confirming the destruction of two. This leaves several dozen of these mighty forces of
evil to still roam the Prime with free will now that the Dark God has been banished beyond the void.
|