Guardian Crystals of Zaphoradraik
Dire Servant CR 10
N Medium Aberration (Incorporeal)
Init + 8; Senses Scent, Darkvision 60ft, Blindsight 30ft; Perception + 3
AC 17, touch 17, flat-footed 13 (+ 4 Dex, + 3 deflection)
hp 72 (13d8+13)
Fort + 6, Ref + 8, Will + 13
DR 5/- Immunities Critical Hit, Sneak Attack, Mind-Affecting SR 25
Speed 30 ft., fly 60 ft.
Melee 2 claws + 14 (1d4+0) , 4 tentacles + 11 (1d4+0)
Special Attacks Ghost Touch Attacks, Fear Cone (30ft. cone, DC 19)
Str 0, Dex 18, Con 10, Int 16, Wis 16, Cha 16
Base Atk +9; CMB +13; CMD 18
Feats Great Fortitude, Improved Initiative, Iron Will, Multiattack, Skill Focus (claw), Toughness, Weapon Focus (claw)
Skills: Bluff +16, Craft (choose one) +16, Diplomacy +16, Intimidate +19, Knowledge (religion) +16, Perception +19, Stealth +23
Languages Common, Telepathy 100ft
SQ Aberration Traits, Incorporeal, Does not Breathe, Does not Sleep, Does not Eat, Blindsight 30ft
Ghost Touch Attacks (Su)
A Dire Servant’s natural attacks and any weapons it wields count as though they had the ‘Ghost Touch’ weapon special quality.
Fear Cone (Sp)
A Dire Servant can project a 30ft. cone that will affect everyone within as the ‘Fear’ spell. This is a mind-affecting fear effect that allows a DC 19 will save to negate. The save DC is charisma-based.
An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.
-Darkvision 60 feet.
-Aberrations breathe, eat, and sleep.
A Dire Servant has no physical body. It can only be harmed by other incoporeal creatures, magic weapons, or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only hav ea 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage.
Incorporeal creatures canot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equiment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineefective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.
A Dire Servant can detect approaching enemies, sniff out hidden foes, and track by sense of smell. They can detect opponents by sense of smell within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent’s source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.
A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.