Planescape Monstrous Supplement


Astral Searcher

Humanoid tragedy and dimensional travel sometimes have a bizarre effect on extraplanar energies that swirl and tumble through the dimensions of the multiverse. One of the stranger results of the disruption of planar energy is the astral searcher.

Thought to be the result of great anguish or combat in the Astral Plane, an astral searcher is a mindless humanoid-shaped cloud of Astral energy that has somehow taken on a semblance of life. The motives and movements of an astral searcher are pure instinct—it has no capacity for rational thought and is guided only by the sole driving need to possess a material body. No one is quite sure why astral searchers are so driven take hold of humanoid forms, but the most sensible suggestion is that they somehow “know” that they were generated by humanoid thought and are thus acting on some primal envy of their unwitting creators.

Like moths to a flame, astral searchers are drawn to points in the Astral Plane that might be weak enough to tear and allow them access to the Material Plane. Any rift between the Astral and Material plane allows egress to the astral searchers gathering there, and they eagerly await such an occurrence. Astral travel has a 4% chance of causing a rift to remain open just long enough for astral searchers to pass through.

Size / Type

Medium Undead (Incorporeal)

Hit Dice

2d12 (9)

Initiative

+0 (Dex)

Speed

30 ft.

Armor Class

10

Attacks

Touch +2 melee

Damage

Touch 1d6

Face / Reach

5 ft. by 5 ft./5 ft.

Sp. Attacks

Touch psyche, possession

Sp. Qualities

Incorporeal, SR 21, undead, outsider

Saves

Fort +3

Ref +3

Will +5

Abilities

Str --

Dex 11

Con --

Int --

Wis 14

Cha 20

Skills

Spot +4

Feats

Weapon focus (Touch)

 

Climate

Any land and underground

Organization

Swarm (4-24)

Rating (CR)

2

Treasure

None

Alignment

Always neutral (until in possession of a body)

Advancement

3-6HD (Medium-size)

 

·  An astral searcher flails at its opponent with its arm-like tendrils of Astral energy. They only attack humanoids, perhaps out of some instinctive knowledge of their origin.

·  Touch Psyche (Su): The touch of an astral searcher reaches to the very core of its opponent’s existence, dealing 1d6 points of damage. This damage is purely mental and ignores any kind of damage reduction, however, mental as it is, the victim recovers faster than normal at a rate of 1d8 per 10 minutes. This damage can be combined with physical damage, and if the sum of physical + mental damage totals the character hit points pool, the character dies. An opponent reduced to 0 hit points or less by the touch of an astral searcher has had her psyche destroyed.

·  Possession (Su): As a free action, an astral searcher can possess a living humanoid body that has no soul. Most often, the soulless body possessed by an astral searcher has been the victim of its psyche touch attacks, although any living body without a soul can be the subject of an astral searcher’s possession.

·  An astral searcher in possession of a body gains all the ability scores and hit points of the opponent’s body. After some hours or days, it also gains all class levels and abilities, skills, and feats.

·  Astral Searchers have no psyche of their own, they are just an mass of emotional energy. Thus, once a body is secured, the Astral Searcher first concern is to recreate the atmosphere that led to it’s creation. They always try to project the feeling they were born from (rage, fear, determination, etc.).

·  If an Astral Searcher stays for a long period of time in the same body, it adopts the same personality traits of it’s victim, only modified by his ruling emotion. To relatives of the body’s proprietor it’ll seem that he just lost his memory (and it’s a bit barmy).

·  Certain spells such as banishment can force an astral searcher out of a possessed body, but since the original psyche of the body has been destroyed it cannot be restored. The body is simply a soulless shell that is vulnerable to attack by other astral searchers or any entity capable of possessing a living form (such as ghosts and certain other outsiders).

·  Incorporeal: Can only be harmed by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. Immune to all non-magical attack forms and has a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects, and always moves silently.

·  Outsider: Darkvision 60 feet, and can’t be raised or resurrected.

 



     Melroch Eitheldor @ 2003

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