# Quesar >[!rimg]+ > ![[Placeholder2.png]] *This gaunt humanoid creature has blue skin and tall white hair. A slender torso joins two graceful arms, powerful legs, and a noble head. This form is obscured, however, by the incredible amounts of radiant energy emanating from the creature.* <div class="grid-container"><div class="MON">Quesar</div> <div class="CR">CR 7 (3,200 XP)</div> <div class="SOU">Book of Exalted Deeds pg. 180</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> NG Medium Construct **Init** +7 **Perception** +8 #### defense **AC** 20, 20 touch, 17 flat-footed (+7 deflection, +3 Dex) **hp** 60 (8d10+20); fast healing 5 (while in bright light) **Fort** +2, **Refl** +5, **Will** +2 **Feint** 18, **Demoralize** 18 **Defensive Abilities** sustained by radiance **DR** 10/adamantine; **SR** 18 **Immune** electricity, fire #### offense **Speed** 60 ft. **Melee** 2 slams +9 melee (1d6 plus 1d6 energy/19-20) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** blinding radiance, consuming brilliance, searing burst #### statistics **Str** 11, **Dex** 16, **Con** —, **Int** 9, **Wis** 10, **Cha** 11 **BAB** +8, **CMB** +8, **CMD** 28, **TA** +8, **RTA** +11 **Feats** [[Improved Critical]] (slam), [[Improved Initiative]], [[Improved Natural Attack]] (slam), [[Weapon Focus]] (slam) **Skills** Perception +8 **Languages** Celestial **SQ** luminous #### special abilities ### Blinding Radiance (Su) At will, a quesar can increase the brightness of luminessence so that it radiates brilliant light in a 120 foot radius. Any creature within this radius must succeed at a DC 14 Fortitude save or be blinded for 1d10 rounds. Creatures with light sensitivity take double the normal penalties in this brilliant light. The save DC for this ability is Charisma-based. ### Consuming Brilliance (Su) Three times per day, a quesar can create an instantaneous burst of energy so intense that it reduces all creatures and objects within 15 feet to a trace of fine dust. Creatures and object in the area must succeed on a DC 14 Fortitude save or take 22d6 points of damage. A successful save reduces this damage to 5d6. Creatures or object brough to 0 hit points by this effect are reduced to dust, as by the _disintegrate_ spell. The save DC is based on Charisma. ### Luminous (Su) A quesar naturally sheds light equal to that provided by a torch. ### Searing Burst (Su) When a quesar has its blinding radiance active for at least 1 round, it can increase its intensity further, creating an instantaneous burst of searing energy similar in effect to a _sunburst_ spell. This ability functions as the _sunburst_ spell, except that its are of effect is a 30 foot radius around the quesar, and the Reflex save DC is 14. A quesar can use a searing burst 6 times per day. The save DC is based on Charisma. ### Sustained by Radiance (Ex) Quesars gain fast healing 5 whenever they are in areas of bright illumination. A destroyed quesar can be resuscitated by being exposed to bright light for 10 minutes. The light radiated by itself or other quesars do not count towards fueling fast healing or resucitation. #### ecology **Terrain** Blessed Fields of Elysium **Organization** Solitary or band (2–6) **Treasure** None **Advancement** 9–24 HD (Medium) Like a star brought to ground, a quesar shines with blinding light that sears through evil creatures. Quesars are constructs crafted by angels, originally intended to serve as guardians over celestial treasures. In their benevolence, the angels gave their creations minds and free will, and the quesars refused to serve as slaves. Now they are independent—an isolated society of artificial life who still serve as mighty allies to the forces of good. Quesars stand 6 feet tall and weight 160 pounds. ### Combat A quesar’s most dangerous weapon is the energy that suffuses its frame. Though they never use weapons, quesars can disrupt flesh and bone with a simple touch, and their energy halo is a powerful manifestation of their terrifying might.