This creature automatically succeeds on morale saves. It cannot be frightened.
This creature can fly over the battle grid instead of moving on the surface, landing at the end of its move. It isnt slowed by terrain features that normally slow movement, such as difficult terrain or statues. It must still fly around walls (which extend to the ceiling of the dungeon). It can move over pits but cannot end its movement on them. A flying creature is immune to Entangle effects. This creature can move and even charge through squares that other creatures occupy (though it cannot end its movement in a space occupied by another creature or in an illegal position). It ignores attacks of opportunity from enemies after the first square of movement during its turn. (It spends that first square taking off.)
This creature is ghostly and insubstantial. Any time this creature would be damaged by an attack, or by a spell or special ability, the acting player rolls ld20. On a result of 11 or higher, this creature takes no damage (and the hit counts as a miss if the roll is made for an attack). It does not, however, get a chance to avoid attacks from other Incorporeal creatures.This creature's movement is not affected by terrain. It can even move through walls and over pits, though it cannot see through walls. It cannot end its movement on a pit, inside a wall, or in any other illegal position. If it is in or behind a wall, enemies cannot make attacks of opportunity when it moves.This creature can move and even charge through creatures that don't have the Incorporeal ability, but it can't end its movement in a square occupied by a creature.
Melee Reach 2
This creature can make melee attacks against enemies that are up 2 squares away. Use the ranged attack rules (see page 15) to determine whether the attacker has line of sight to the target and whether the target has cover. This ability does not allow a creature to threaten squares that are not adjacent or make attacks of opportunity against enemies that are not adjacent. Nor does it allow a charging or rushing creature to stop before it is adjacent to the enemy it is rushing or charging. A creature using Melee Reach to attack at a distance does not create a flanking situation.
Replaces attacks: range 6; destroy target paralyzed or sleeping creature.
Fearless, Immune Confusion, Immune Critical Hits, Immune Dominate, Immune Incite, Immune Paralysis, Immune Poison, Immune Sleep, Immune Sneak Attack, Immune Stun. Heal effects deal damage to Undead.
range 6; 35 damage, living creatures only; DC 15 negates
sight; two nearest enemies take 10 damage
sight; target creature makes an immediate successful critical hit against itself with its first printed attack, living cratures only; DC 16
Caller in Darkness
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