Kalaraq Quori (CR 15)
Medium Outsider (Evil, Extraplanar, Incorporeal, Lawful, Psionic, and Quori)
Alignment: Usually lawful evil
Initiative: +11 (+7 Dex, +4 Improved Initiative); Senses: all-around vision, see in darkness, true seeing, Listen +13, and Spot +10
AC: 20 (+7 Dex, +3 deflection), touch 20, flat-footed 13
Hit Dice: 18d8+76 (207 hp); DR: 15/good
Fort +18, Ref +18, Will +16
Speed: Fly 60 ft. (perfect)
Space: 5 ft./5 ft. (10 ft./0 ft.)
Base Attack +18; Grapple +20
Attack: Incorporeal touch +25 melee (soul binding) or swarm (soul binding)
Full Attack: 2 incorporeal touches +25 melee (soul binding) or swarm (soul binding)
Damage: Soul binding
Special Attacks/Actions: Invade dreams, night terror, possession, psi-like abilities, soul binding
Abilities: Str -, Dex 25, Con 24, Int 15, Wis 17, Cha 16
Special Qualities: greater teleport, immunities, incorporeal traits, outsider traits, power resistance 29, resistance to acid 10, cold 10, and fire 10, spying eyes, swarm of eyes
Feats: Combat Expertise; Empower Psi-Like Ability (energy wave); Improved Initiative; Iron Will; Power Penetration; Quicken Psi-Like Ability (psionic blast); Quicken Psi-Like Ability (psychic 'Crush)
Skills: Autohypnosis +25, Bluff +13, Concentration +27, Diplomacy +19, Disguise +13 (+15 acting), Intimidate +15, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (psionics) +14, Knowledge (the planes) +12, Listen +13, Move Silently +17, Perform (oratory) +13, Psicraft +22, Ride +17, Search +16*, Sense Motive +23, and Spot +10
Advancement: 19-36 HD (Medium)
Climate/Terrain: Dal Quor
Night Terrors (Su): A kalaraq quori can split off aspects of itself and send these dark eyes to prowl Dal Quor in search of mortal spirits. This allows the kalaraq to use nightmare three times per night as the spell cast by an 18th-level sorcerer (DC 22 Will save negates). The kalaraq does not have to enter a trance. Victims who fail their initial saving throws must immediately make an additional DC 22 Will save. Any victim who fails this additional Will save takes 1d4 points of ability damage to its Intelligence, Wisdom, and Charisma scores. This is a mind-affecting effect, and the save DCs are Charisma-based.
Psi-Like Abilities: At will - dispel psionics, ego whip, far hand, inertial armor, mass cloud mind, mindlink, mind thrust, psionic blast, psionic charm; 3/day - energy wave, insanity, psychic crush; 1/day - focused mind seed, personal mind blank. Manifester level 18th. The save DCs are Charisma-based.
Soul Binding (Su): The incorporeal touch of a kalaraq tears at its victim's mind and soul. Its incorporeal touch deals 1d6 points of cold damage and 1d4+1 points of Wisdom damage. This damage bypasses all forms of damage reduction. In addition, the victim must succeed at a DC 22 Will save or be confused as the confusion spell cast by an 18th-level caster.
If a kalaraq reduces its opponent's Wisdom to 0, it binds the soul of its victim to one of its many eyes. This kills the victim instantly. Even a dreaming character dies if reduced to Wisdom of 0 from this attack. The kalaraq gains access to all of the memories of the victim (although it does not gain any actual skill ranks or class levels) and gains a +10 insight bonus on Disguise checks made to impersonate the victim. A victim who dies to this ability cannot return to life through any means short of a wish or miracle spell until the kalaraq dies. A dead kalaraq automatically releases all the souls it binded.
All-Around Vision (Ex): The many eyes of the kalaraq provide it with a +4 bonus on Spot and Search checks. A kalaraq cannot be flanked.
Spying Eyes (Ex): A kalaraq can send its many eyes to scout and spy at a distance. This grants it the same effect as the greater prying eyes spell with an unlimited duration, but the kalaraq can only use 20 spying eyes per day. These eyes fully regenerate after 24 hours.
Swarm of Eyes (Su): A kalaraq can disperse its physical form into a swarm of eyes. This transformation takes a standard action that does not provoke an attack of opportunity. While in swarm form, a kalaraq becomes a size Large swarm composed of Fine creatures. Physical attacks, including ghost touch weapons, cannot harm it, although a weapon that deals energy damage (flaming, frost) can still deal that damage on a successful hit. A kalaraq in swarm form uses its soul binding ability on any creature that occupies its space at the end of its move. Any creature that begins its turn in the same space as the swarm must succeed at a DC 26 Fort save or suffer 1 round of nausea. The kalaraq swarm form has all of the abilities and vulnerabilities common to all swarms.
True Seeing (Su): The many eyes of a kalaraq provide it with the benefit of a continuous true seeing spell, with a range of 120 feet.
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).
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.
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.
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).