Magnesium Spirit (CR 5)
Medium Outsider (Evil, Lawful, and Incorporeal)
Alignment: Always lawful evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: Listen +10 and Spot +10
AC: 14 (+2 Dex, +2 deflection), touch 12, flat-footed 12
Hit Dice: 6d8+6 (33 hp)
Fort +6, Ref +7, Will +6
Speed: 50 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +1
Attack: Incorporeal tail slap +8 melee
Full Attack: Incorporeal tail slap +8 melee
Damage: Incorporeal tail slap 1d6 and 1d6 temporary Strength damage
Special Attacks/Actions: Blinding flash, strength drain, possess body
Abilities: Str -, Dex 15, Con 13, Int 12, Wis 13, Cha 15
Special Qualities: Incorporeal, vulnerability
Feats: Improved Initiative
Skills: Hide +11, Listen +10, Search +10, and Spot +10
Advancement: 7-13 HD (Medium-size); 14-18 HD (Large)
Climate/Terrain: Any land and underground
Organization: Solitary
Treasure/Possessions: None
Source:
Converted
Blinding Flash (Su): Three times per day, the magnesium spirit can flare up its body in a blinding flash. All those viewing it within a 20-foot radius, Fortitude save (DC 14) or blindness as the spell cast by a 10th-level sorcerer. The blindness lasts for 1d3 hours.
Strength Drain (Su): Tail slap, 1d6 temporary Strength damage.
Possess Body (Su): Once per round, after a foe has suffered temporary Strength damage equal to at least half its Strength score, the magnesium spirit can merge its body with that of the victim. This is similar to magic jar as cast by a 10th-level sorcerer, except that it does not require a receptacle. If the attack succeeds, the spirit's body vanishes into the opponent's body. The target can resist the attack with a successful Will save (DC 17).
On its next turn the magnesium spirit and the victim's body vanish in a flash of light, returning to the spirit's home plane, never to be seen again. If hit with holy water while possessing a creature's body, and before it can return to its home plane, the magnesium spirit is ejected from the host's body. The victim's body collapses in a husk, and can only be returned to life by the casting of a miracle, true resurrection, or wish.
Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
Vulnerability: Holy water, 1d8 points of damage per full vial.
The Magnesium Spirit first appeared in the Fiend Folio (1981).
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).
Lawful Subtype
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful 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 lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).
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.