# Glimmerskin
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >touchMelee/Ranged: +12/+13
> >Secondary: +7/+8
> >Multiattack: +10/+11
> >M/R_PA: +8/+9
> >2nd/PA: +3/+4
> >MA_PA: +6/+7
> >Itterative: 3
> > xDmg:: Str: +0; Str2: +0; StrOH: +0; StrPA: +8; StrPA2H: +12; StrPAOH: +4
> > xDCs:: Str: 16; Dex: 17; Con: 18; Int: 16; Wis: 18; Cha: 19
> > xFeat:: 5/6 (1)
> > xClasSkil:: Bluff, Diplomacy, Fly, Knowledge (nobility), Perception, Sense Motive
> > SaveDiff:: +/- 4
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Glimmerskin</div>
<div class="CR">CR 8 (4,800 XP)</div>
<div class="SOU">Monster Manual 2</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Medium Outsider (incorporeal)
**Init** +1
**Perception** +17
#### defense
**AC** 14, 14 touch, 13 flat-footed (+3 deflection, +1 Dex)
**hp** 84 (12d10+24)
**Fort** +6, **Refl** +9, **Will** +10
**Feint** 27, **Demoralize** 24
**DR** 5/magic; **SR** 19
#### offense
**Speed** fly 50 ft. (perfect)
**Melee** energy touch +13 (1d6 positive energy)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** energy touch, feats, heroic bond
#### statistics
**Str** —, **Dex** 13, **Con** 14, **Int** 11, **Wis** 15, **Cha** 16
**BAB** +12, **CMB** +8, **CMD** 22, **TA** +12, **RTA** +13
**Feats** [[Cleave]], [[Great Cleave]], [[Improved Bull Rush]], [[Improved Sunder]], [[Power Attack]]
**Languages**
#### special abilities
### Energy Touch (Su)
The positively energized touch of glimmerskin heals a target of 5 points of damage pet round or grants 5 additional temporary hit points per round to a creature already at full hit points. These temporary hit points fade 1d6 rounds after the creature ceases physical contact with the glimmerskin. However, this benefit has an unfortunate side effect. For each round that its hit points (including temporary ones) exceed its normal hit point total, the target creature must make a successful Fortitude save (DC 19) or explode in a 20-foot burst of radiant energy. Each creature caught in the blast (including the target) takes damage equal to 2d6 points + the number of excess hit points the target had at the time. A Reflex save (DC 19) reduces the damage by half. A glimmerskin's host automatically benefits from the additional hit points but is allowed no saving throw to reduce the damage from the blast. Glimmerskins rarely inform their hosts of this side effect.
### Feats (Ex)
A glimmerskin's feats become usable only when the creature is bonded with a host who has a Strength score of at least 13.
### Heroic Bond (Su)
A glimmerskin bonds by enveloping its host. A bonded host gains a +4 bonus on melee attack rolls, a +2 armor bonus to AC, access to the glimmerskin's feats (with the prerequisite Strength score of at least 13), and any class features the glimmerskin may have. Additionally, a host who can turn undead gains a +5 bonus on the roll to determine Hit Dice affected. In exchange, the host shares half of any earned experience points with the glimmerskin. Spells that protect against Positive Energy Plane effects prevent a glimmerskin from bonding to a host. Incorporeal Subtype: A glimmerskin can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A glimmerskin can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. A glimmerskin always moves silently and cannot be heard with Listen checks if it doesn't wish to be.: A glimmerskin can use plane shift at will (caster level 12th; Will save DC 18).