Glow (3.5e Creature)
This creature type is intended to be used as part of the Fortress Celestia Campaign Setting as part of the aiar creature subtype.
Glow | |
---|---|
Size/Type: | Fine Outsider (Incorporeal) |
Hit Dice: | 1/8D8 (1 hp) |
Initiative: | +7 |
Speed: | 40 ft. (8 squares) |
Armor Class: | 26 (+8 size, +1 deflection, +7 dex), touch 26, flat-footed 19 |
Base Attack/Grapple: | +1/-8 |
Attack: | none |
Full Attack: | none |
Space/Reach: | 1/8 inch/0 ft. |
Special Attacks: | Distraction |
Special Qualities: | Incorporeal, Aiar Alignment Sense, Magic Resistance |
Saves: | Fort -3, Ref +9, Will +3 |
Abilities: | Str 1, Dex 25, Con 1, Int 1, Wis 12, Cha 2 |
Skills: | Hide +10, Move Silently +16 |
Feats: | Alertness |
Environment: | Fortress Celestia, Plane of Ideological Conflict |
Organization: | solitary, hand (2-9), swarm (20-200) |
Challenge Rating: | 1 |
Treasure: | none |
Alignment: | Always Neutral |
Advancement: | none |
Level Adjustment: | +3 |
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A rotating swarm of points of light, like fireflies, rises from the battlefield. You watch enthralled as it moves like a flock of starlings into the woods, passing effortlessly through the branches.
Glows are the souls of those who died in lands controlled by the aiar and their allies. In this form they are herded to their destination on the Isles of the Dead. They act mainly by instinct. Although neutral in alignment themselves, their 'bodies' are of a nature and thus are harmed by .
Combat
Glows are timid and almost utterly useless in combat. They can sense aggression and evil, and avoid them, but if cornered they will attempt to mass together to overwhelm an opponent, then suddenly dart past, passing through solid objects to cover their escape.
Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Aiar Alignment Sense (Su): Glows can sense good, evil, and base emotions including aggression up to 20 feet away; strongly evil beings and effects such as pit fiends or an unholy place, can be detected up to a mile away; the glows do not sense the evil directly, only a sense that something dangerous is in a certain general direction.
Magic Resistance (Su): Glows are immune to most magic. If exposed directly to an evil - based spell or spell - like power, or hit by an evil magical weapon there is a 50% chance a glow will be destroyed. If this occurs within Fortress Celestia, the glow will reform 2-24 hours later; otherwise the soul will end up in the Court of the Dead or on the Barrens of Evil as a lemure.
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