Glamer (CR 8)
Medium Outsider (Chaotic and Incorporeal)
Alignment: Always chaotic neutral
Initiative: +10 (Dex); Senses: Listen +10 and Spot +10
AC: 25 (+10 Dex, +5 deflection), touch 25, flat-footed 15
Hit Dice: 10d8-20 (25 hp)
Fort +5, Ref +17, Will +8
Speed: Fly 120 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +10; Grapple +5
Full Attack: na
Special Attacks/Actions: Spell-like abilities
Abilities: Str -, Dex 30, Con 7, Int 20, Wis 13, Cha 20
Special Qualities: Incorporeal, regeneration 2, immunity to illusions, SR 19, vulnerability to magic negation and draining.
Feats: Extend Spell, Persistent Spell; Spell Focus (Illusion)
Skills: Bluff +18, Concentration +11, Decipher Script +12, Diplomacy +16, Knowledge(arcana) +18, Knowledge(religion) +12, Knowledge(the Planes) +12, Listen +10, Read Lips +12, Search +12, Sense Motive +10, Spellcraft +18, and Spot +10
Advancement: 11-20 HD (Medium-size)
Organization: Solitary or hallucination (2-16)
Spell-Like Abilities: Constant - detect magic, Rary's telepathic bond, read magic; at will - change self, color spray, ghost sound, prestidigitation, silent image, ventriloquism; 3/day - blur, displacement, hypnotic pattern, invisibility, invisibility sphere, magic mouth, major image, minor image, mirror image, misdirection; 2/day - false vision, hallucinatory terrain, mirage arcana, persistent image, rainbow pattern, seeming; 1/day - mass invisibility, mislead, permanent image, screen, veil. These abilities are as spells cast by a 15th-level sorcerer (save DC 15 + spell level; Illusion save DC 17 + spell level). In addition, once per hour, a glamer may apply either Extend Spell or Persistent Spell feat to any one of its spell-like abilities to which the feats would normally be applicable.
Immunity to Illusions (Ex): Glamers are immune to all illusion spells and effects.
Anti-magic Vulnerability (Su): Any dispel magic spell, antimagic field, magic negation, or similar causes a glamer 1d4 points x the spell's level in damage. Damage caused by these attacks deals normal damage that is not subject to regeneration.
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).
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.