Planescape Monstrous Compendium Appendix I


Incarnates

Name

Major

Minor

Type

Construct (Outsider, Incorporeal)

Size

Tiny

Tiny

Hit Dice

10d10 (55)

4d10 (22)

Initiative

+9 (Dex)

+6 (Dex)

Speed

Fly 40ft. (perfect)

Fly 40ft. (perfect)

Armor Class

23 (+2S, +9D, +2N)

20 (+2S, +6D, +2N)

Attacks

Touch +19/+14

Touch +12

Damage

Touch 0 and draining

Touch 0 and draining

Face / Reach

2.5ft by 2.5ft / 0ft

2.5ft by 2.5ft / 0ft

Sp. Attacks

Draining, possession

Draining, possession

Sq. Qualities

Construct, incorporeal, lend power, immunities

Saves

F+3

R+12

W+7

F+1

R+7

W+4

Abilities

Str --

Dex 28

Con --

Str --

Dex 23

Con --

Int 19

Wis 18

Cha 22

Int 17

Wis 16

Cha 18

Skills

--

--

Feats

Weapon Finesse, Weapon Focus (Touch), Dodge

Weapon Finesse, Weapon Focus (Touch)

 

Climate

Any

Organization

Solitary, or host (1 incarnate and its host)

Rating (CR)

10

3

Treasure

None (Maybe the host has some)

Alignment

Lawful Good or Chaotic Evil

See Below

Advancement

--

--

 

 

· Draining: The touch of an incarnate drains 2 points of Constitution per hit. The host not only suffers the penalties of lowered constitution, but also feels an increasing weakness in mind and body (1 negative level per hit).

· Possession: Once the host’s constitution has reached 0 or the negative levels have reached the character level, instead of dying (as normal), the victim must roll a Fortitude save (DC21, based on original constitution) or have the incarnate enter the host’s body and take control over it. If the roll is made, the incarnate cannot possess the host. In both cases (possession or fortitude passed) the host’s constitution returns immediately to normal and all negative levels disappear, in any other case, the lost constitution returns at a rate of 2 points and 1 negative level per each 10 minutes.

 Incarnates can be driven out of their hosts only by the appropriate spells. A minor incarnate can be driven out by Dispel Evil or Dispel Good (as appropriate) or a Limited Wish spell. The spells Abjure, Exaction, Holy Word or Unholy Word, and Wish drive out both major and minor incarnates.

 Incarnates cannot take over creatures of less HD than themselves without completely destroying them. Victims of less HD are simply incinerated by the force of the incarnate’s pure energy. Creatures with equal or greater HD but of an alignment different from the incarnate’s, take damage from the control. Damage is a base 10d8, minus 1d8 per level of the host above the incarnate’s HD. Also, after damage is assessed (if any), the host’s alignment immediately and temporarily changes to that of the incarnate.

· Lend Power: Once in control of the host’s body the incarnate lends some of its power to the host. Only one incarnate can take over a host at any one time. Also, control by any incarnate prevents the host from being taken over by other creatures, such as a ghost or haunt, or even a wizard using a Magic Jar spell. The host is also immune to mind-affecting effects up to 7th level. Other effects depend upon the type of the possessing Incarnate:

 

· Good Major Incarnate: Detect Evil and Magic Circle Against Evil (20’ radius) always active; Turn undead as if five levels higher (as 5th level if unable); Wisdom and Strength raised by 2; and Charisma raised by 4.

· Evil Major Incarnate: Detect Good and Magic Circle Against Good (20’ radius) always active; Control undead and turn paladins as a 5th level evil priest (or 5 levels higher than normal); Wisdom raises by 2; and Strength and Charisma raises by 4.

· Good Minor Incarnates:

· Charity: (Lawful Good) Wisdom and Charisma increased by 2; Host immune to greed, envy, or berserk rage; incarnate leaves if host fails for any reason to spare the life of a surrendering foe. Mount Celestia and Bytopia.

· Courage: (Neutral Good) Constitution and Charisma increased by 2; Host becomes immune to magical fear and becomes fearless but not stupid or reckless; incarnates leaves if host changes to evil alignment. Upper Planes.

· Hope: (Chaotic Good) Charisma increases by 2; +1 to all saves; host immune to despair or hopelessness. Upper Planes.

· Faith: (Lawful Good) Strength, Wisdom and Charisma increased by 2 (prefers only paladins and lawful good priests as hosts); hosts immune to magical alignment change. Upper Planes.

· Justice: (Lawful Good) Increases all 3 mental attributes by 2; incarnate leaves if host takes unjust action (cheating, stealing, or lack of fair play). Upper Planes.

· Temperance: (Neutral Good) Host gains +2 on all saves against Charm, Confusion, Emotion, Fear, Spook, Symbol, and Taunt spells; do not take over evil hosts. Mechanus, Beastlands and Mount Celestia.

· Wisdom: (Neutral Good) Increases Wisdom by 2; host immune to intelligence or wisdom drain, loss or damage. Mount Celestia.

· Evil Minor Incarnates:

· Anger: (Neutral Evil) Increases Strength and Constitution by 2; Lowers Intelligence and Charisma by 2; a tame or timid creature suddenly rages and tries to kill anything near it. Lower Planes.

· Covetousness: (Neutral Evil) Intelligence increased by 4, Wisdom and Charisma lowered by 2; host develops “gold fever” or turns into a miser. Gehenna and Gray Waste.

· Envy: (Chaotic Evil) Wisdom and Charisma lowers by 2; no obvious signs that a host is controlled, but host begins a slow, devious campaign of rumor and backbiting against fellows; perpetually jealous of others’ abilities and treasure; secretly tries to lose, ruin, or destroy prized treasure of others. Lower Planes.

· Gluttony: (Neutral Evil) Wisdom and Charisma lowers by 2, and host gains 2d4+4 lbs per week (Dexterity, Strength and Constitution reduced by 1 for every 50 pounds gained); hosts overindulge in food and drink; begs, borrows, or steals food (or money to get food). Lower Planes.

· Lust: (Chaotic Evil) Charisma increases by 8; Intelligence and Wisdom lowers by 4; host knows only desperation of unfulfilled desire. Abyss.

· Pride: (Lawful Evil) Intelligence, Wisdom and Charisma lowers by 2; host is vain and haughty in the extreme and tends to treat everyone as a lowly servant; angry with anyone who fails to act servile. Baator.

· Sloth: (Neutral Evil) Strength, Dexterity and Wisdom reduced by 2; incarnate takes over any host available (too lazy to choose); host becomes lazy and slipshod, shirks duties, sleeps on guard duty, and neglects equipment and weapons. If a wizard, host skips memorizing spells; if a priest, neglects meditations and prayers. Lower Planes.

 

· Immunities: Incarnates are immune to fire, cold, and electricity.

· Construct: CON NIL. Immune to mind-affecting, poison, paralysis, sleep, stunning, disease, death and necromantic effects, critical hits, subdual damage, ability damage, ability drain, energy drain, massive damage, any effect that relies on a Fortitude save (except if it works on object too), but they destroy at 0 hp. Darkvision 60ft.

· Outsider: Darkvision 60 feet. Can’t be raised or resurrected.

 

 



    Melroch Eitheldor @ 2003 - 2004

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