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Flicker


	Medium Outsider (Extraplanar, Incorporeal)
Hit Dice:	9d8 (40 hp )
Initiative:	+6
Speed:	Fly 50 ft. (perfect)
Armor Class:	17 (+2 Dex, +5 deflection), touch 17, flat-footed 15
Base Attack/Grapple:	+9/--
Attack:	Ray +11 ranged touch (2d6 fire)
Full Attack:	Ray +11 ranged touch (2d6 fire)
Space/Reach:	5 ft./5 ft. 
Special Attacks:	Ray of energy
Special Qualities:	Incorporeal
Saves:	Fort +6, Ref +8, Will +7
Abilities:	Str -, Dex 15, Con -, Int 11, Wis 12, Cha 20
Skills:	Knowledge (arcane, the planes) +12, Listen +15, Spellcraft +12, Spot +15, Survival +13
Feats:	Alertness, Improved Initiative, Iron Will
Environment:	Any
Organization:	Solitary or glow (2-4)
Challenge Rating:	4
Treasure:	None
Alignment:	Always chaotic neutral
Advancement:	9-17 HD (Medium), 18-27 HD (Large)
Level Adjustment:	--


A flicker is a being of living light.  It is intelligent, but it cannot communicate with creatures of other species.  (It communicates with other flickers by light patterns.)


COMBAT


Flickers rarely enter combat unless attacked.


Ray of Energy (Su): A flicker can emit a ray of energy up to a range of 90 feet (no range increment). This requires a ranged touch attack and deals 1d10 damage. This damage is not reduced by resistances, immunities, or damage reduction.
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