Excerpts 09/07/2005


Magic of Incarnum Excerpt
By James Wyatt, Frank Brunner, Stephen Schubert



A whole new system awaits you in the Magic of Incarnum D&D supplement. With this book, player characters can meld incarnum -- the power of souls living, dead, and unborn -- into magic items and even their own bodies, granting them special attacks, defenses, and other abilities (much as magic items and spells do). Incarnum can be shaped and reshaped into new forms, giving characters tremendous versatility in the dungeon and on any battlefield. This book also features new classes, prestige classes, feats, and other options for characters wishing to explore the secrets of incarnum, as well as rules and advice for including incarnum in a D&D campaign. The excerpts below include information on a new race called dusklings, the totemist class, the lammasu mantle, sphinx claws, the spell conjure midnight construct, and monster statistics for necrocarnum zombies.

Necrocarnum Zombie

Troll necrocarnum zombie

A necrocarnum zombie is a corpse animated with the warped form of soul energy known as necrocarnum (see page 132). Though it physically resembles a traditional zombie, the necrocarnum zombie is cruel, cunning, and devastatingly quick.

Sample Necrocarnum Zombies

Goblin Necrocarnum Zombie
Small Undead (Evil, Incarnum)
Hit Dice: 1d12+3 (9 hp)
Initiative: +5 (includes +2 from incarnum speed)
Speed: 40 ft. (8 squares) with incarnum speed; base 30 ft.
AC: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-2
Attack: Slam +3 melee (1d4+2)
Full Attack: Slam +3 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Damage reduction 5/magic and slashing, essentia pool 1, incarnum defense, incarnum speed, undead traits
Saves: Fort +0, Ref +5, Will +0
Abilities: Str 15, Dex 17, Con --, Int 10, Wis 10, Cha 1
Skills: Hide +15, Move Silently +11
Feats: Toughness[B]
Environment: Any
Organization: Any
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral evil
Advancement: --
Level Adjustment: --

Human Necrocarnum Zombie
Medium Undead (Evil, Incarnum)
Hit Dice: 1d12+3 (9 hp)
Initiative: +4 (includes +2 from incarnum speed)
Speed: 40 ft. (8 squares) with incarnum speed; base 30 ft.
AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +0/+3
Attack: Slam +3 melee (1d6+3)
Full Attack: Slam +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Damage reduction 5/magic and slashing, essentia pool 1, incarnum defense, incarnum speed, undead traits
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 17, Dex 15, Con --, Int 10, Wis 10, Cha 1
Skills: Hide +6, Listen +4, Move Silently +6, Spot +4
Feats: Toughness[B]
Environment: Any
Organization: Any
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral evil
Advancement: --
Level Adjustment: --

Worg Necrocarnum Zombie
Medium Undead (Evil, Incarnum)
Hit Dice: 4d12+3 (29 hp)
Initiative: +5 (includes +1 from incarnum speed)
Speed: 60 ft. (12 squares) with incarnum speed; base 50 ft.
AC: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +3/+8
Attack: Bite +8 melee (1d6+5) or slam +8 melee (1d6+5)
Full Attack: Bite +8 melee (1d6+5) or slam +8 melee (1d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Damage reduction 5/magic and slashing, essentia pool 1, incarnum defense, incarnum speed, undead traits
Saves: Fort +1, Ref +8, Will +1
Abilities: Str 21, Dex 19, Con --, Int 6, Wis 10, Cha 1
Skills: Hide +8, Listen +4, Move Silently +11, Spot +4, Survival +0 (+4 tracking by scent)
Feats: Alertness, Toughness[B], Track
Environment: Any
Organization: Any
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 5-6 HD (Medium); 7-12 HD (Large)
Level Adjustment: --

Troll Necrocarnum Zombie
Large Undead (Evil, Incarnum)
Hit Dice: 6d12+3 (42 hp)
Initiative: +8 (includes +4 from incarnum speed)
Speed: 50 ft. (10 squares) with incarnum speed; base 30 ft.
AC: 21 (-1 size, +4 Dex, +8 natural), touch 13, flat-footed 17
Base Attack/Grapple: +4/+16
Attack: Slam +11 melee (1d8+8) or claw +11 melee (1d6+8)
Full Attack: Slam +11 melee (1d8+8) or 2 claws +11 melee (1d6+8) and bite +7 melee (1d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: --
Special Qualities: Damage reduction 5/magic and slashing, essentia pool 2, incarnum defense, incarnum speed, undead traits
Saves: Fort +2, Ref +9, Will +4
Abilities: Str 27, Dex 18, Con --, Int 6, Wis 10, Cha 1
Skills: Hide +4, Listen +6, Move Silently +8, Spot +7
Feats: Alertness, Iron Will, Toughness[B], Track
Environment: Any
Organization: Any
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement: --
Level Adjustment: --

Girallon Necrocarnum Zombie
Large Undead (Evil, Incarnum)
Hit Dice: 7d12+9 (56 hp)
Initiative: +7 (includes +2 from incarnum speed)
Speed: 60 ft. (12 squares), climb 60 ft. with incarnum speed; base 40 ft., climb 40 ft.
AC: 21 (-1 size, +5 Dex, +7 natural), touch 14, fl at-footed 16
Base Attack/Grapple: +5/+17
Attack: Slam +12 melee (1d8+8) or claw +12 melee (1d4+8)
Full Attack: Slam +12 melee (1d8+8) or 4 claws +12 melee (1d4+8) and bite +7 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: --
Special Qualities: Damage reduction 5/magic and slashing, essentia pool 2, incarnum defense, incarnum speed, undead traits
Saves: Fort +2, Ref +10, Will +4
Abilities: Str 26, Dex 21, Con --, Int 2, Wis 10, Cha 1
Skills: Climb +16, Hide +5, Move Silently +14, Spot +5
Feats: Iron Will, Toughness (2), Toughness[B]
Environment: Any
Organization: Any
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Level Adjustment: --

Cloud Giant Necrocarnum Zombie
Huge Undead (Evil, Incarnum)
Hit Dice: 17d12+3 (113 hp)
Initiative: +9 (includes +6 from incarnum speed)
Speed: 80 ft. (16 squares) with incarnum speed; base 50 ft.
AC: 27 (-2 size, +3 Dex, +16 natural), touch 11, fl at-footed 24
Base Attack/Grapple: +12/+34
Attack: Slam +24 melee (2d6+14)
Full Attack: Slam +24 melee (2d6+14)
Space/Reach: 15 ft./15 ft.
Special Attacks: --
Special Qualities: Damage reduction 5/magic and slashing, essentia pool 3, incarnum defense, incarnum speed, undead traits
Saves: Fort +5, Ref +13, Will +7
Abilities: Str 39, Dex 17, Con --, Int 12, Wis 10, Cha 1
Skills: Climb +23, Craft (any one) +11, Diplomacy -3, Hide -1, Intimidate +5, Listen +12, Move Silently +7, Perform (harp) -4, Sense Motive +6, Spot +12
Feats: Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Iron Will, Power Attack, Toughness[B]
Environment: Any
Organization: Any
Challenge Rating: 8
Treasure: None
Alignment: Always neutral evil
Advancement: --
Level Adjustment: --

A necrocarnum zombie resembles a shambling corpse with black motes of light slowly swimming under its rotting skin. Its body is so redolent of death that it frequently attracts scavenging animals, which nibble at its extremities should it sit for too long without orders.

Unlike a magically animated zombie, a necrocarnum zombie has sentience of a sort and can follow basic instructions quite well. It obeys its creator's commands without question.

Combat

A necrocarnum zombie has its own essentia pool that it can invest to improve its abilities. When not in combat, it keeps its incarnum speed fully invested to ensure that it can act first and move up to battle enemies. Once in melee (or if it can't reach its foe), it shifts its essentia to incarnum defense.

Damage Reduction: A necrocarnum zombie gains damage reduction 5/magic and slashing.

Essentia Pool: Each necrocarnum zombie has a number of essentia points equal to 1 + 1 per 6 HD. It can invest this essentia in its incarnum speed and incarnum defense special abilities as if they were soulmelds (that is, as a swift action). Each of its essentia-based abilities has a capacity of 1 + 1 per 6 HD.

Incarnum Defense: A necrocarnum zombie can invest essentia to gain an insight bonus to its AC and on its saving throws. The value of this bonus equals the points of essentia it has invested in this ability.

Incarnum Speed: A necrocarnum zombie can invest essentia to gain an insight bonus to all its speeds. The value of this bonus equals +10 feet per point of essentia it has invested in this ability. The creature also gains an insight bonus equal to twice the points of invested essentia on initiative checks.

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