|Demiurge 1138 RPG Superstar 2013 Top 8|
This week, I will be focusing my attention on the incorporeal monsters of Libris Mortis. Two of the three I have my sights on are getting adjustments to their CRs--the dearth of incorporeal undead means that not all CRs are covered, which can be irritating for encounter design. So I'm filling in the gaps.
This green eyed spirit appears ragged and worn, as if its incorporeal form was being torn away into shreds. A halo of glowing symbols surrounds it, each pulsing with malign energy.
Quell CR 4
LE Medium undead (incorporeal)
Init +6; Senses darkvision 60 ft., Perception +12
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 deflection)
hp 32 (5d8+10)
Fort +3 (+5 vs. divine spells), Ref +3 (+5 vs. divine spells), Will +6 (+8 vs. divine spells)
Defensive Abilities channel resistance +4, incorporeal traits, protection from divinity
Immunity undead traits
Weakness sunlight powerlessness, vulnerability to prayer
Speed fly 60 ft. (perfect)
Melee touch +5 (1d4+2)
Special Abilities coupled interdiction, interdiction
Str -, Dex 14, Con -, Int 14, Wis 15, Cha 15
Base Atk +3; CMB -; CMD 18
Feats Ability Focus (interdiction), Alertness, Improved Initiative
Skills Diplomacy +7, Fly +18, Intimidate +10, Knowledge (religion) +10, Perception +12, Sense Motive +12
Languages Common, Infernal
Environment any land or underground
Organization solitary, pair or cabal (3-12)
Coupled Interdiction (Su) A quell can use the aid another action on another quell within 30 ft. If it succeeds, the quell receiving aid gains a +2 bonus on the DC of its interdiction special attack for 1 round.
Interdiction (Su) As a standard action, a quell can target a creature within 30 ft. and attempt to disrupt its connection to the divine. The targeted creature must succeed a DC 16 Will save or be unable to channel energy, cast divine spells or use any supernatural ability granted by a divine source for 3d6 rounds. The save DC is Charisma based.
Protection from Divinity (Su) A quell gains a +2 profane bonus on all saves made against divine spells.
Sunlight Powerlessness (Ex) Quells are powerless in natural sunlight (not merely a daylight spell) and flee from it. A quell caught in sunlight cannot attack and is staggered.
Vulnerability to Prayer (Ex) Quells are harmed by the direct application of faith. A creature can make opposed Knowledge (religion) checks against a quell as a move action—if it succeeds, the quell takes 1d6 points of damage, plus an additional 1d6 for every 5 points by which the praying creature beats the quell’s result.
Quells are created from the souls of antitheists, those who hate the gods and work to spite them. Such is the hatred of these bitter souls that they reject damnation and linger in the material world to continue their cruel work. The symbols that float around a quell’s head are icons of the most common deities in the region the quell haunts, broken, inverted or otherwise desecrated.
Incapable of draining life force like most incorporeal undead, quells often associate with other undead, directing their attentions against the living servants of the divine. Although many undead creatures either do not understand or accept the quell’s antitheist dogma, their ability to shut down channeling and spellcasting is much appreciated. Quells cannot create more of themselves directly, but they delight in turning mortals away from faith through seemingly reasonable arguments based on their knowledge of theology. This trait can be turned against a quell—a heartfelt prayer burns a quell like acid, and a suitably knowledgeable priest can destroy one of these monsters with their words alone.