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“Void Creature” is an acquired template that can be added to any creature.
A void creature uses all the base creature’s statistics and special abilities except as noted here.
Alignment: Any evil.
Type: The creature’s type changes to outsider and its subtype to elemental. Do not recalculate the creature’s hp, base attack bonus, saves, or skill points. It gains the elemental extraplanar and incorporeal subtypes.
AC: The void creature gains a deflection bonus equal to its Charisma modifier. It loses the base creature’s natural armor bonus, as well as all armor and shield bonuses not from force effects or ghost touch items (which are difficult to hold, see disintegrating touch).
Defensive Abilities: A void creature retains all of the defensive abilities of the base creature save those that rely on a corporeal form to function. It gains Elemental traits and immunities, fast healing 1, incorporeal; Immune bleed, critical hits, disintegrate, paralysis, poison, sleep effects, sneak attack, stunning; Resist acid, cold, electricity, fire, sonic 10 (increases to 20 at CR 7, and 30 at CR 11) SR 11 + CR
Speed: Void creatures lose their previous speeds and gain a fly speed of 30 feet (perfect), unless the base creature has a higher fly speed.
Melee and Ranged Attacks: A void creature loses all of the base creature’s attacks.
Special Abilities: A void creature retains all the special abilities of the base creature, but any relying on physical contact do not function. It also gains the special abilities as described below:
Disintegrating Touch (Ex)
Any material object that comes into contact with a void creature is immediately subject to a disintegrate effect (CL equal to the void creatures HD), unless it succeeds at a Fortitude save (DC 10 +1/2 the void creature’s HD + its Cha modifier). A character or object that has been disintegrated by a void creature disappears completely, leaving behind not even dust to mark its passing. Those who make a successful saving throw take 1d6 points of damage per 2 HD the void creature possesses (max 5d6) from the disintegrating touch. Likewise, weapons or objects that save take a like amount of damage. (Attended objects may save with the same bonus as their owners.)
Normally a void creature insulates itself somehow from the air or water around it or the earth it walks upon (otherwise, it would perpetually be at the center of a howling maelstrom). If it chooses, it can suspend this insulation as a full-round action, causing a sudden rush of air or water to pour toward the void creature from all directions and use its disintegrating touch on what it stands upon. The void creature creates a 10-foot-radius-per-HD spherical effect; with it at its center producing a powerful vortex. All creatures in the area of effect can hold their breath as a free action at the moment this ability is activated (or be subject to suffocation). The vortex produces a powerful wind and/or war current flowing from edge of the sphere toward the void creature. A creature in the area of effect must make a Reflex save (DC 10 +1/2 the void creature’s CR + its Cha modifier) if on the ground, or a Swim or Fly check (DC 10 +1-1/2 the void creature’s CR + its Cha modifier) if flying or swimming, each round to move normally. Failure means the creature cannot use a move action to move this round and is drawn 1d6×5 feet toward the center of the vortex. If the save or check fails by 5 or more, the creature is sucked directly to be adjacent to the vortex creature and subject to its disintegrating touch.
Freedom of movement does not protect against the force movement of a vortex as this is normal movement, and movement caused by the vortex does not provoke attacks of opportunity.
Abilities: Dex +4, +4 Cha; as an incorporeal creature, a void creature has no Strength score.
Skills: Fly becomes a class skill and the void creature games a number of bonus skill ranks in Fly equal to its HD.