Quesar (CR 7)
Medium Construct (Extraplanar)
Alignment: Always neutral good
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: Spot +11
AC: 20 (+3 Dex, +7 deflection), touch 20, flat-footed 17
Hit Dice: 8d10+10 (54 hp); DR: 10/adamantine
Fort +2, Ref +5, Will +2
Speed: 60 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +6
Attack: Slam +7 melee
Full Attack: 2 slams +7 melee
Damage: Slam 1d6 plus 1d6 energy/19-20
Special Attacks/Actions: Blinding radiance, consuming brilliance, searing burst
Abilities: Str 11, Dex 16, Con -, Int 9, Wis 10, Cha 11
Special Qualities: Construct traits, energy halo, fast healing 5, immunity to electricity and fire, SR 18
Feats: Improved Critical (slam); Improved Initiative; Weapon Focus (slam)
Skills: Spot +11
Advancement: 9-24 HD (Medium)
Climate/Terrain: Blessed Fields of Elysium
Organization: Solitary or band (2-6)
Book of Exalted Deeds
A quesar's most dangerous weapon is the energy that suffuses its frame. Though they never use weapons, quesars can disrupt flesh and bone with a simple touch, and their energy halo is a powerful manifestation of their terrifying might.
Blinding Radiance (Su): At will, a quesar can increase the brightness of its energy halo so that it radiates brilliant light to a radius of 120 feet (and shadowy illumination to 240 feet). Any creature within this radius must make a DC 14 Fortitude save or be blinded for 1d10 rounds. The save DC is Charisma-based. Creatures with light sensitivity take double the normal penalties in this brilliant light.
Consuming Brilliance (Su): Three times per day, a quesar can create an instantaneous burst of energy so intense that it reduces all creatures and objects within 15 feet to a trace of fine dust, dealing 22d6 points of damage, as the disintegrate spell. A successful DC 14 Fortitude save means the creature resists disintegration, instead taking 5d6 points of damage. The save DC is based on Charisma.
Searing Burst (Su): After a quesar has had blinding radiance active for at least 1 round, it can increase its intensity still more, creating an instantaneous burst of searing energy similar in effect to a sunburst spell. All creatures within 30 feet of the quesar take 6d6 points of damage (Reflex save DC 14 for half). A quesar can use a searing burst 6 times per day. The save DC is based on Charisma.
Construct Traits: A quesar has immunity to poison, magic sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, subdual damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Cannot heal damage, but can be repaired. Darkvision 60 ft. and low-light vision.
Energy Halo (Su): At all times, a quesar is surrounded by a radiant glow that sheds bright light to a radius of 20 feet and shadowy illumination to 40 feet.
Fast Healing (Ex): A quesar regains lost hit points at the rate of 5 per round as long as it is in daylight (including spells such as daylight and celestial brilliance, but not its own energy halo). It continues regaining hit points even when destroyed, as long as it remains in daylight. Fast healing does not allow the quesar to regrow or reattach lost body parts.
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.