| Hit Dice: | 12d8+24 (78 hp) | |
| Initiative: | +1 | |
| Speed: | Fly 50 ft. (perfect) | |
| Armor Class: | 14 (+1 Dex, +3 deflection), touch 14, flat-footed 13 | |
| Base Attack/Grapple: | +12/— | |
| Attack: | Energy touch +13 | |
| Full Attack: | Energy touch +13 | |
| Space/Reach: | 5 ft./5 ft. | |
| Special Attacks: | Energy touch | |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., heroic bond, incorporeal subtype, outsider traits, plane shift, spell resistance 15, telepathy 100 ft. | |
| Saves: | Fort +10, Ref +9, Will +10 | |
| Abilities: | Str —, Dex 13, Con 14, Int 11, Wis 15, Cha 16 | |
| Skills: | Bluff +18, Diplomacy +22, Intimidate +13, Knowledge (arcana) +15, Knowledge (the planes) +15, Search +15, Sense Motive +17, Spellcraft +9, Spot +17 | |
| Feats: | Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Power Attack; see Feats | |
| Environment: | Any land and underground | |
| Organization: | Solitary | |
| Challenge Rating: | 8 | |
| Treasure: | None | |
| Alignment: | Usually neutral | |
| Advancement: | By character class | |
| Level Adjustment: | — |
Glimmerskins are thrill-seeking parasites from the Positive Energy Plane. These creatures travel to the Material Plane solely to engage in mortal combat.
Since a glimmerskin lacks a material form, it cannot engage an opponent in physical melee unaided. To circumvent this difficulty, it solicits a willing host to harbor it. In exchange for this service, the glimmerskin temporarily grants the host augmented fighting skills and abilities.
A glimmerskin appears as a vaguely humanoid-shaped being made of pulsing white light. Despite its alien appearance, it possesses a recognizably intelligent, elflike face. When bonded with a host, a glimmerskin cosmetically alters its shape to one more appropriate for battle, usually appearing as a full suit of radiant armor or a glowing, hooded robe. A glimmerskin envelops only its host’s body; it cannot cover the latter’s shield or drawn weapons.
When on the Material Plane, glimmerskins usually seek out large-scale battles, since these offer a greater variety of potential hosts. The creature is not concerned with alignment, nor is it interested in its host’s intentions, nor does it care whether its host lives or dies—it desires only combat.
A glimmerskin can remain away from the Positive Energy Plane for a number of hours equal to half its Constitution score. Each round that it exceeds this limit, it must make a Fortitude save (DC 20) or die from energy dispersion. This danger keeps most glimmerskins from making frequent trips to the Material Plane.
Some enterprising adventurers who are familiar with the planes and aware of the glimmerskins’ limited time frames arrange one-time “bondings” between glimmerskins and willing hosts. This often occurs during times of war and similar unrest, but bondings also occur between glimmerskins and adventurers seeking some extra power for an upcoming confrontation. Whoever arranges such a bonding first determines what physical challenges the host expects to meet, then apprises the glimmerskin of the offer and selects a time and place for the bonding. The host usually pays the arranger a stipend (or “finder’s fee”) ahead of time for this service.
Glimmerskins revel in combat, but they cannot actually control their hosts. Instead, they communicate their wishes telepathically, acting as combat advisors. A host who ignores a glimmerskin’s requests risks termination of the bond, since the monster is quite willing to abandon a host in favor of a more accommodating or interesting one. Before abandoning a host, a glimmerskin usually contacts its next prospect via telepathy to arrange a transfer. If badly wounded, a glimmerskin escapes to the Positive Energy Plane rather than continuing to fight.
Energy Touch (Su): The positively energized touch of a glimmerskin heals a target of 5 points of damage per 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.
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.
Plane Shift (Sp): A glimmerskin can use plane shift at will (caster level 12th; Will save DC 18).
Feats: A glimmerskin’s feats become usable only when the creature is bonded with a host who has a Strength score of at least 13.
Source: Monster Manual II, page 114. This creature’s statistics block has been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II.