Quesar

by Christopher Perkins (Dragon #312)

This gaunt humanoid creature has blue skin and tall white hair. A slender torso joins two graceful arms, powerful legs, and a noble head. This form is obscured, however, by the incredible amounts of radiant energy emanating from the creature.

Constructs crafted by angels to serve as guardians of celestial treasures, quesars shine with a brilliance that scorches and burns creatures of evil. In an act of good will, their creators gave quesars free will, and the constructs consequently refused a life of slavery. Quesars now serve as allies to their good creators, living an independent, isolated lifestyle.

Quesars stand 6 feet tall and weigh 160 pounds.

Making a Quesar Character

Construct (Extraplanar)

Quesars scour the Upper Planes in search of a purpose. A quesar's bonus hit points, construct traits, and damage reduction make it especially resilient, particularly at low levels, but it suffers from poor saves and a lack of skills and feats. Its fast healing ability obviates any need for conventional healing; however, the ability functions only in daylight, making quesars timid dungeon explorers.

Racial Traits

Class Skills

As a construct, a quesar receives no class skills or skill points. If a quesar multiclasses after 17th level, it receives skill points normally for its other classes.

Class Features

All the following are class features of the quesar monster class.

Weapon and Armor Proficiency: Quesars are proficient only with their natural slam attack. They are not proficient with any other weapons, or with any type of armor or shield.

Feats: As a construct, a quesar receives no feats. If a quesar multiclasses after 17th level, it gains feats normally for its other classes.

Slam: A quesar has two slam attacks that are natural weapons dealing 1d6 points of damage plus Strength bonus, plus 1d6 additional points of energy damage.

Energy Halo (Su): At all times, a quesar is surrounded by a radiant glow that sheds bright light to a radius of 20 feet and shadowy illumination to 40 feet.

Fast Healing (Ex): A quesar regains lost hit points at the indicated rate per round as long as it is in daylight (including spells such as daylight, but not its own energy halo). It continues regaining hit points even when destroyed, as long as it remains in daylight. Fast healing does not allow the quesar to regrow or reattach lost body parts.

Blinding Radiance (Su): At will, a quesar of 3rd level or higher can increase the brightness of its energy halo so that it radiates brilliant light to a radius of 120 feet (and shadowy illumination to 240 feet). Any creature within this radius must make a Fortitude save (DC 10 + 1/2 class level + quesar's Charisma modifier) or be blinded for 1d10 rounds. Creatures with light sensitivity take double the normal penalties in this brilliant light.

Searing Burst (Su): Starting at 6th level, after a quesar has had blinding radiance active for at least 1 round, it can increase its intensity still more, creating an instantaneous burst of searing energy similar in effect to a sunburst spell. All creatures within 30 feet of the quesar take 6d6 points of damage; a successful Reflex save (DC to + 1/2 class level + quesar's Charisma modifier) reduces the damage by half. A quesar can use a searing burst the indicated number of times per day.

Consuming Brilliance (Su): A quesar of 7th level or higher can create an instantaneous burst of energy so intense that it reduces all creatures and objects within 15 feet to a trace of fine dust, dealing 2d6 points of damage per class level (maximum 22d6), as the disintegrate spell. On a successful Fortitude save (DC to + 1/2 class level + quesar's Charisma modifier), a creature instead takes 5d6 points of damage. The quesar can use this ability the indicated number of times per day.

Spell Resistance (Ex): Starting at 10th level, a quesar gains spell resistance equal to 1 + class level.

LevelHDBABFortRef.WillSkill PtsCRSpecial
1st1d10+0+0+0+0-1Extraplanar subtype, energy halo, fast healing 1, slam 1d6 plus 1d6 energy, damage reduction 5/adamantine
2nd2d10+1+0+0+0-tSpd 40 ft.
3rd3d10+2+1+1+1-2Blinding radiance, resistance to electricity 10 and fire 10
4th3d10+2+1+1+1-2+2 Dex
5th4d10+3+1+1+1-3Fast healing 2
6th4d10+3+1+1+1-3Searing burst 1 day, resistance to electricity 15 and fire 15
7th4d10+3+1+1+1-4Consuming brilliance 1/day
8th5d10+3+1+1+1-4Spd 50 ft., searing burst 2/day,
9th5d10+3+1+1+1-5Fast healing 3, damage reduction 10/adamantine, immunity to electricity and fire
10th6d10+4+2+2+2-5Searing burst 3/day, spell resistance 11
11th6d10+4+2+2+2-5Consuming brilliance 2/day, spell resistance 12
12th6d10+4+2+2+2-6+2 Dex, searing burst 4/day, spell resistance 13
13th7d10+5+2+2+2-6Fast healing 4, spell resistance 14
14th7d10+5+2+2+2-6Spd 60 ft., searing burst 5/day, spell resistance
15th8d10+6/+1+2+2+2-7Consuming brilliance 3/day, spell resistance 16
16th8d10+6/+1+2+2+2-7Searing burst 6/day, spell resistance 17
17th8d10+6/+1+2+2+2-7Fast healing 5, spell resistance 18

*For information on Monster Classes see Savage Species


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Races of Faerûn
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