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D&D 3.5 - Rules Compendium [OEF]

D&D 3.5 - Rules Compendium [OEF]

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An incorporeal creature is insubstantial, unlike a corporeal
creatures, which is solid and tangible. Some creatures are
incorporeal by nature, while others can acquire the incor-
poreal subtype from time to time.

TRAITS

An incorporeal creature has no physical body. It doesn’t need
to eat, drink, or breathe, and indeed can’t do these things
since it can’t affect physical objects, even air. Such a creature
has no natural armor bonus, but it has a deflection bonus to
AC equal to its Charisma bonus or +1, whichever is higher.
It has no Strength score, so its Dexterity modifier applies to
its melee attacks and its ranged attacks.
An incorporeal creature has no weight. Further, it can’t
set off traps that are triggered by weight. It can’t fall or take
falling damage. Most incorporeal creatures can fly.

SENSING

In almost all cases, nonvisual senses are ineffective for
detecting or pinpointing incorporeal crea-
tures. Blindsense, blindsight, scent,
and tremorsense are all use-
less. An incorporeal
creature moves si-
lently and can’t
be heard with
Listen checks
if it doesn’t
wish to
be. If an
incor-
poreal
crea-
ture
choos-
es to
make
noise,
it can be
detected
by means
of normal
hearing, or
by blindsense
or blindsight
based on acute
hearing. If a crea-
ture possesses some other
nonvisual sense, use your best judgment in
determining the effectiveness of that sense in detecting an
incorporeal creature.

HARMING

An incorporeal creature can be harmed only by other incor-
poreal creatures, magic weapons or creatures that strike as
magic weapons, and spells, spell-like abilities, or supernatural
abilities. It’s immune to all nonmagical attack forms.
Even when hit by spells (including touch spells) or magic
weapons, an incorporeal creature 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. Although it isn’t
strictly a magical attack, holy water can damage incorporeal
undead, but a hit with holy water has a 50% chance of not
affecting such a creature.
For attacks that require attack rolls, the chance to ignore
damage is treated as a 50% miss chance. If a creature receives
miss chances from multiple sources, such as from being
incorporeal and having concealment, they don’t stack. Only
the highest miss chance applies.
Nondamaging effects affect incorporeal creatures normally
unless such effects require corporeal targets to function (such
as implosion) or they create a corporeal effect that incorporeal
creatures are normally unaffected by (such as web or wall
of stone).

ATTACKS

An incorporeal creature’s attacks ignore natural armor,
armor, and shields, although deflection bonuses and force
effects (such as mage armor) work normally against such
attacks. An incorporeal touch attack isn’t
the same as a melee touch attack—
armor can work against an
incorporeal touch
attack if the ar-
mor has the
ghost touch
property.
Non-
magical
attacks
made by
an incor-
poreal
creature
with a
melee
weapon
have no
effect on
corpore-
al targets,
and any
melee attack
an incorporeal
creature makes
with a magic weap-
on against a corporeal
target has a 50% miss chance, ex-
cept for attacks it makes with a ghost touch
weapon, which are made normally (no miss chance). If an
incorporeal creature throws a thrown weapon or a shoots
a ranged weapon, the projectile becomes corporeal as soon
as it’s thrown or fired, and thus can affect a corporeal target
normally (no miss chance).
An incorporeal creature can’t trip or grapple, nor can it
be tripped or grappled. In fact, it can’t perform any physi-
cal act that moves or manipulates a corporeal opponent
or that foe’s equipment, nor is it subject to such acts. An
incorporeal creature that attempts to grapple or move
another incorporeal creature or object uses its Charisma

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