Guecubu (CR 4)
Medium Outsider (Chaotic, Evil, Extraplanar, Incorporeal, and Loumara)
Alignment: Always chaotic evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., Listen +10, and Spot +10
Languages: Abyssal, Common; telepathy 100 ft.
AC: 15 (+2 Dex, +3 deflection), touch 15, flat-footed 13
Hit Dice: 4d8 (26 hp); DR: 5/cold iron or lawful
Fort +6, Ref +6, Will +7
Speed: Fly 30 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +4; Grapple -
Attack: touch +6 melee, thrown object +7 ranged
Full Attack: touch +6 melee, thrown object +7 ranged
Damage: Touch (sleep), Thrown object 2d6
Special Attacks/Actions: Possession, telekinesis
Abilities: Str -, Dex 15, Con 14, Int 10, Wis 16, Cha 17
Special Qualities: Haunting aura (120 ft. radius, Will DC 15), immune to acid, electricity, fire, resist cold 10, incorporeal traits, loumara traits, natural invisibility
Feats: Ability Focus (sleeping touch); Persuasive
Skills: Bluff +12, Diplomacy +12, Disguise +10 (+12 acting in character), Forgery +7, Intimidate +14, Listen +10, Sleight of Hand +11, and Spot +10
Advancement: 5-20 HD (Medium)
Climate/Terrain: Any land and underground
Organization: Solitary
Treasure/Possessions: See text
Source:
Fiendish Codex I
Haunting Aura (Su): Outside of a host body, a guecubu's presence is unnerving and distracting. Any living creature within 60 feet of a guecubu in its natural form must succeed on a DC 15 Will save or be shaken for as long as it remains in this area. An affected creature that attempts to rest within a guecubus haunting aura can do so but gains no benefits from sleeping and awakens fatigued, as if it had not slept at all. Once a creature makes this saving throw, it is immune to that particular guecubu's haunting aura for 24 hours.
Natural Invisibility (Su): This ability is constant, allowing a guecubu to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.
Possession (Su): A guecubu can possess any sleeping animal or humanoid. It must enter a square occupied by the sleeping creature to possess it. The victim is entitled to a DC 17 Will save to resist possession; however, a successful save does not cause the victim to awaken, nor is the victim aware of the possession attempt even after waking (although the victim can dimly recall some strange, otherworldly dream). The save DC is Charisma-based.
A guecubu can take on any of the following roles while possessing a creature: ally, controller, enemy, mutterer, or rider. See Demonic Possession, page 21 of Fiendish Codex 1, for more information.
Sleep Touch (Su): A creature touched by a guecubu in its natural form must make a successful DC 15 Will save or immediately fall into a deep sleep for 1 hour. A sleeping creature is helpless. Slapping or wounding the sleeping creature awakens it, but normal noise does not. Waking a creature is a standard action. This is a mind-affecting sleep effect. The save DC is Charisma-based and includes the +2 bonus granted by the guecubu's Ability Focus feat.
Telekinesis (Su): A guecubu can use telekinesis as a standard action (caster level equals the guecubu's Hit Dice, maximum 20th). A guecubu can use this ability even while possessing a creature without that creature realizing it is technically the source of the effect.
If a guecubu elects to hurl something such as a boulder or other dense object, it deals 2d6 points of damage on a hit. Weapons hurled in this manner deal damage appropriate for the weapons in question. A guecubu does not apply any Strength modifier to damage dealt by telekinetically hurled objects. Its chance to hit is equal to its base attack bonus + its Charisma modifier.
Chaotic Subtype
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
Evil Subtype
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
Extraplanar Subtype
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
Incorporeal Subtype
Some creatures are incorporeal by nature, while others (such as those that become ghosts) can acquire the incorporeal subtype. An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It has immunity to all nonmagical attack forms. Even when hit by spells, including touch spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Non-damaging spell attacks affect incorporeal creatures normally unless they require corporeal targets to function (such as the spell implosion) or they create a corporeal effect that incorporeal creatures would normally ignore (such as a web or wall of stone spell). Although it is not a magical attack, a hit with holy water has a 50% chance of affecting an incorporeal undead creature.
An incorporeal creature's natural weapons affect both in incorporeal and corporeal targets, and pass through (ignore) corporeal natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Attacks made by an incorporeal creature with a nonmagical melee weapon have no effect on corporeal targets, and any melee attack an incorporeal creature makes with a magic weapon against a corporeal target has a 50% miss chance except for attacks it makes with a ghost touch weapon, which are made normally (no miss chance).
Any equipment worn or carried by an incorporeal creature is also incorporeal as long as it remains in the creature's possession. An object that the creature relinquishes loses its incorporeal quality (and the creature loses the ability to manipulate the object). If an incorporeal creature uses a thrown weapon or a ranged weapon, the projectile becomes corporeal as soon as it is fired and can affect a corporeal target normally (no miss chance). Magic items possessed by an incorporeal creature work normally with respect to their effects on the creature or another target. Similarly, spells cast by an incorporeal creature affect corporeal creatures normally.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature's Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid object 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 a square adjacent to its current location, but enemies have total concealment from an incorporeal creature that is inside an object. In order to see clearly and attack normally, a 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.
Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creature cannot make trip or grapple attacks against corporeal creatures, nor can they be tripped or grappled by such creatures. In fact, they cannot take any physical action that would move or manipulate a corporeal being or its equipment, 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 Listen checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Non-visual senses, such as scent and blindsight, are either ineffective 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.
Loumara Subtype
The loumaras represent an emergent demonic subtype and are fairly recent additions to the Abyss. Even so, they have plagued the Material Plane for ages. These demons rise from the fragmenting dreams of dead gods found in the Dreaming Gulf (layer 230), spreading out into the surrounding Abyss like a stain or slipping into the Material Plane through tiny tears in reality. Their indistinct nature and lack of physical forms has resulted in obscurity on the Material Plane, yet their taint in the mortal realm is far greater than most would imagine. Only two kinds of loumaras have, thus far, manifested with any regularity: the corpse-haunting dybbuks and the murderous guecubus.
Traits: A loumara has the following traits (unless otherwise noted in a creature's entry).
- Immunity to acid, electricity, and fire.
- Resistance to cold 10.
- Incorporeal: All loumaras have the incorporeal subtype when not possessing a physical body.
- Possession (Su): All loumaras can possess physical objects or creatures (see Demonic Possession, page 21, Fiendish Codex 1). The exact kind of object or creature a specific loumara can possess is noted in the creature's description.
- Telepathy.