Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links



Flicker

by Jamie Baty

WotI 110
Medium Aberration (Exalted, Extraplanar, Incorporeal)
Hit Dice: 9d8 (40 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: Fly 12 miles (perfect); Normal encounter speed: fly 40 ft. (perfect))
Armour Class: 20 (+4 Dex, +6 deflection), touch 20, flat-footed 16
Base Attack/Grapple: +6/+6
Attack: Special
Full Attack: Special
Space/Reach: 5 ft. /5 ft.
Special Attacks: Mind power
Special Qualities: Darkvision 60ft., energetic sustenance, flight, immunity to mortal damage, potent magic, spell immunity
Saves: Fort +3, Ref +7, Will +12
Abilities: Str -, Dex 19, Con 10, Int 23, Wis 22, Cha 22
Skills: Diplomacy +18, Gather Information +18, Knowledge (the planes) +18, Listen +20, Search +12, Sense Motive +18, Spot +20, Survival +12, Tumble +16
Feats: Alertness, Dodge, Endurance, Improved Initiative
Environment: Astral Plane, Plane of Fire, Energy-dominant Planes
Organisation: Solitary, Pair, or String (2-5)
Challenge Rating: 11
Treasure: None
Alignment: Always chaotic, usually good
Advancement: 10-18 HD (Medium); 19-27 HD (Large)
Level Adjustment: -

A flicker is a being composed entirely of light energy. It appears as a strand of multi-coloured light. This strand is only 1/4 inch in diameter, but a number of feet long equal to the creature's Intelligence score (usually 17-28ft). One end of the light strand moves in a complex path within a small space (about 100 cubic feet), and the rest of the strand appears to follow the leading end's path. Movement may be very slow or extremely rapid
indeed, as fast as light itself. The creature may thus appear to normal vision as a glowing symbol or as a written word.
This race began, long ago, in the Home Plane of an Immortal of Energy. They developed intelligence through evolution, and eventually learned to leave their own plane. Their existence is well-known to Immortals, many of whom treat them (somewhat insultingly) as pets.
Flickers communicate with each other by the patterns formed by their movements. These patterns can be understood by Immortals (in a manner similar to that used in Aura communication), or by anyone using read magic.
A flicker's mood can be detected without magical aid. Its patterns contain smooth, flowing lines when the creature is happy or peaceful. The patterns become jagged and irregular as the flicker's excitement or irritation increases. Colour is another good indicator of mood, but the meanings of all the subtle hues of which the creature is capable are difficult to interpret fully.
This life form is common in the Astral Plane, and occasionally found in Outer Planes of Energy and the Elemental Plane of Fire. Flickers do not enter any other plane voluntarily, and die immediately if forced to do so unless carefully protected by total immersion in fire or energy.

Combat
Flickers are gentle creatures, and will not attack unless they are attacked and cannot flee. Even so, they cannot be harmed by mortals, and cannot be easily harmed by most immortals. Likewise they cannot harm mortals and are limited in the ways they can harm immortals.

Mind Power (Sp): As a swift round action, a flicker may create some spell-like effects at the expenditure of Power Points. A flicker possesses 1d10x100 Power Points to spend. Flickers are associated with the Sphere of Energy. Power Points regenerate with rest at the rate of 1 PP per minute. The following are typical uses for the Power Points:
• A flicker can cast the Gate spell (travel only) at 25th caster level, at the cost of 18 PP.
• A flicker may cast the immortal spells power attack (2 PP per 1d6, up to 9d6), probe (5 PP) and probe-shield (5 PP);

Energetic Sustenance (Ex): A flicker immersed in fire or raw energy heals 1 hp per round. A flicker is instantly killed if sent to any Plane (other than the Astral, Plane of Fire, and Energy-dominant planes) and not immediately immersed in energy.

Flight (Ex): A flicker can cease or resume flight as a free action.

Immunity to Mortal Damage (Ex): A flicker cannot be damaged by any physical attack from mortal creatures. They may be damaged normally by exalted and immortal creatures.

Potent Magic (Ex): A flicker can affect an immortal with its magical attacks

Spell Immunity (Ex): A flicker is immune to all spells and spell-like effects, whether cast by mortal, exalted or immortal creatures. However, they are not immune to spells and spell-like abilities from immortals and exalted creatures belonging to the Sphere of Energy.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armour. Always moves silently. Melee attacks use Dexterity modifier since they do not possess a Strength score. Please see the 3.5E Monster Manual for additional information on incorporeal traits.