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D&D 3E/3.5 Creature Catalog 3.5 Overhaul Project

speaking of which, let's do this guy next:

Nimbus
Small Outsider (Extraplanar, Electricity)
Hit Dice: 8d8+8 (44 hp)
Initiative: +2 (Dex)
Speed: Fly 120 ft (perfect)
AC: 18 (+1 size, +2 Dex, +5 natural)
Attacks:Shock +11 melee touch
Damage: Shock 5d6
Face/Reach: 5ft /5 ft
Special Attacks: Engulf, lightning bolts
Special Qualities: Erratic form, shocking current, absorb electricity, immunities, vulnerabilities, static charge, DR 10/+1, outsider traits
Saves: Fort +1, Ref +6, Will +4
Abilities: Str 10, Dex 15, Con 12, Int 1, Wis 11, Cha 11
Skills: Intuit Direction +3, Listen +4, Spot +4
Feats: Blind-Fight, Flyby Attack, Weapon Finesse (touch)

Climate: Any mountains (Elemental Plane of Air, Positive Energy Plane)
Organization: Solitary
Challenge Rating: 07
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Small); 17-24 HD (Medium-Size)

The nimbus is believed to come from a place where the Elemental Plane of Air touches the Positive Energy plane, giving the spark of life to all manner of electrical beings. It is known to visit the Material Plane occasionally, being attracted to storms in high mountain ranges. The nimbus is an energy creature with no fixed form, and changes its shape frequently. In all its forms, the nimbus gives off a brilliant white or blue-white light.

Though a nimbus appears to be a sort of elemental, it is not a true elemental. The nimbus usually enters the Material plane through gates or rifts that sometimes open at the core of powerful lightning storms. It will spend its time on the playing among the mountain peeks for sheer enjoyment. On its own plane, the nimbus is known to travel in groups, though they only appear singly on the Material plane.

This creature does not understand life, as we know it. It does not consider animals, plants, and other sentient creatures to be alive and makes no attempt to communicate with them in any fashion (even magic and psionics are completely ineffective). It may consider energy phenomena such as fires and lightning bolts to be alive, though.

COMBAT
A nimbus on the Material plane is never aggressive unless attacked. Its preferred method of attack is to electrocute opponents. If the target is wearing armor made of ferrous metal (such as iron or steel, but not mithril or adamantine), or is carrying more than 25 pounds worth of ferrous metal equipment, the nimbus receives a +2 circumstance bonus to its attack roll.

Engulf (Ex): A nimbus in the form of St. Elmo’s fire can attempt to surround an opponent and electrocute it. It cannot make a touch attack during a round in which it electrocutes. As a standard action, the nimbus moves into the space of another creature, filling that space up with its energy form. Opponents can make attacks of opportunity against the nimbus, but if they do so they are not entitled to a saving throw. A victim who does not attempt an attack of opportunity must succeed at a Reflex save (DC 16) or be engulfed by the nimbus; on a success, they are pushed back or aside (opponent’s choice) as the nimbus moves forward. Engulfed creatures are subject to the nimbus’ shock touch, and are considered to be grappled and trapped within its body. The nimbus can only use this attack up to four times per day, as further attacks will drain its energy.

Lightning Bolts (Su): A nimbus can discharge a small lightning bolt each round, as the spell. These bolts only reach up to a range of 60 feet, and deal 2d6 points of electrical damage (Reflex save DC 16 for half).

Erratic Form (Ex): A nimbus changes form frequently, and has four shapes that it typically appears in: ball lightning (a slowly drifting ball of light similar to a will-o-wisp); sheet lightning (a veil similar to a small aurora); bolt lightning (bolts of light arcing from object to object); or St. Elmo's fire (a diffuse, flickering glow that surrounds an object). The nimbus can change from one form to another at will as a free action. The nimbus can reach its maximum speed of 120 feet only in bolt form; in other forms, it's limited to a speed of 50 feet.

Shocking Current (Ex): If a weapon used against a nimbus is made of ferrous metal, its wielder suffers 1d4 points of electrical damage for each successful attack on the nimbus, and may drop the weapon (Fortitude save DC 14 to avoid).

Absorb Electricity (Ex): Electrical attacks do no damage to a nimbus, and instead restore 3d4 hit points to it.

Immunities (Ex): The nimbus is immune to all mind-affecting effects, poison, and acid.

Vulnerabilities (Ex): Magical attacks that include water (such as ice storm spells) do double damage to a nimbus, however non-magical water does not harm the creature.

Static Charge (Ex): When the nimbus is provoked, it generates a static charge powerful enough to give creatures within thirty feet a mild electrical charge. This causes an uncomfortable feeling to creatures within ten feet of the nimbus, and causes any ferrous metal objects to glow with their own St. Elmo's fire. This induced charge does no damage, though it may appear hostile and dangerous.

Outsider Traits: A nimbus has darkvision (60-foot range). It cannot be raised or resurrected.

1988 Wizards of the Coast, Inc.
Originally found in Greyhawk Adventures (1988).
 

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and, here is the text from "Greyhawk Adventures":

Nimbus
Climate/Terrain: All mountains
Frequency: Very rare
Organization: Solitary
Active Times: Any
Diet: Nil
Intelligence: Animal (1)
Treasure: Incidental
Alignment: Neutral
Reaction Modifier: +5

Number Appearing: 1
ArmorClass: 2
Movement: /48" (MC:A)
HitDice: 8
THACO 12
Number of Attacks: 1
Damage per Attack 5-30
Special Attacks: Lightning bolt
Special Defenses: Spell immunity, + 1 weapons to hit.
Magic Resistance: Nil
Size: Small
Morale: Steady (14)
Experience Value: 1500 + l0/hp

The nimbus is a creature from the Quasi-elemental Plane of Lightning. An occasional visitor to the Prime Material Plane, it’s seen only in high mountain ranges, and then only during the storm season (typically the months of Sunsebb through Coldeven).

Physical Appearance: The nimbus is a creature composed entirely of electrical energy, and thus has no fixed form. It usually appears in one of four shapes: as ball lightning (a slowly drifting ball of light easily mistaken for a will-o-wisp); sheet lightning (a veil of light similar to a small aurora); bolt lightning (bolts of light arcing from object to object); or St. Elmo’s fire (a diffuse, flickering glow that surrounds an object). The creature can change from one form to another at will. The creature can reach its maximum movement of 48” only in bolt form; in other forms, it’s limited to a movement of 18”. In all its forms, the nimbus gives off a brilliant white or blue-white light.

Combat: On the Material Plane, the nimbus isn’t an aggressive creature, playing among the mountain peaks for the sheer joy of it. If attacked, however, it’s well able to defend itself. Its preferred means of attack is to surround its victim in its St. Elmo’s fire form, and electrocute the creature. A successful to hit roll indicates that the nimbus has managed to engulf its target and has discharged its shocking current. If the target is wearing armor made of ferrous metal (iron or steel, but not mithril or adamantine), or is carrying more than 250 gp weight of ferrous metal equipment, the nimbus receives a +2 bonus to its hit roll. Although this is the creature’s preferred manner of attack, it can only use this attack four times per day, since further attacks prohibitively drain the creature’s energy.

It can also cast small lightning bolts, one per round, to a maximum range of 60 feet. These bolts deal 2-12 points of damage each (save for half damage).

The nimbus can be harmed only by +1 or better magic weapons. If the weapon used against the creature is made of ferrous metal, its wielder suffers 1-4 points of electrical damage for each successful hit on the nimbus, and has a 25% chance of dropping the weapon. Lightning and electrical attacks do no damage to the nimbus; in fact, for each such attack that strikes the nimbus, it regenerates 3-12 points of damage. Poison and acids are also ineffective. Fire and cold-based attacks do normal damage, while magical attacks that include water (e.g., ice storm) do double damage (non-magical water does the creature no harm, however). The nimbus is immune to sleep, charm, illusion and other mind-altering magics.

When a nimbus is aroused, it generates a static charge powerful enough to give creatures within 30 feet an uncomfortable feeling of “their hair standing on end.” Within 10 feet of the nimbus, this static charge is enough to cause any ferrous metal objects to glow with their own St. Elmo’s fire. This induced charge does no damage, although it may look dangerous.

Habitat/Society: Although frequently misnamed as a “lightning elemental,” the nimbus isn’t a true elemental, merely a denizen of that quasi-elemental plane (such as the xorn is of the Elemental Plane of Earth). It gains access to the Prime Material Plane through gates that sometimes open at the core of mighty thunderstorms. Possibly because the thin air is more conducive to the creatures, only storms in high mountains usher the nimbus to the Prime Material Plane. For some reason, they’re particularly partial to the Sulhaut Mountains (possibly because the winds from the Sea of Dust carry their own static charge, leading to horrendous lightning storms among these peaks).

On this plane they are solitary creatures. On their own plane, however, they are common, congregating in groups.

The nimbus has no conception that “bags of mostly water” (like animals) are alive. If they think about it at all, the creatures are more likely to assume that energy phenomena like fires and lightning bolts are alive.

The means of communication used by the nimbus is unknown. Telepathy, tongues and other magics are totally ineffective in communicating with the nimbus.

Niche: On the Prime Material Plane, the nimbus consumes nothing and produces nothing, and it has no predators. Its energy requirements are drawn from the Quasi-elemental Plane of Lightning.
 

Cool!

OK, for starters, there is no Electricity subtype. It should have the Air subtype.

Here's some ability scores of critters with similar compositions:

Lantern Archon: Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10
Shocker: Str 10, Dex 18, Con 13, Int 10, Wis 8, Cha 8
Wiil-o'-wisp: Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 12
Xag-ya: Str -, Dex 17, Con 12, Int 7, Wis 10, Cha 18
Nyth: Str 6, Dex 28, Con 10, Int 13, Wis 17, Cha 13

I think its Dex needs a bit of a bump, and its Str should be reduced.
 


BOZ said:
agreed on both. :) Str 6, Dex 19? or do they require an even bigger change?

I'm not sure what this means...

Reaction Modifier: +5


...but if we bump Dex up to 20-21, it's modifier will be +5. ;)
 

Some abilities of other creatures to consider for inspiration:

Electricity (Ex): The touch attack of a shocker inflicts 1d8 points of electrical damage. This damage is dealt to the shocker as well.

Shocking Discharge (Ex): If touched with bare flesh (including being struck in combat with a fist or claw) or a metallic weapon, the shocker delivers 1d8 points of damage to the attacker. This is true whether or not the attack is capable of affecting the shocker. The damage it inflicts is subtracted from the shocker's hit point total as well.

Shock (Su): Once per round as a free action, a storm elemental can deliver an electrical shock to a single opponent within 10 feet. This attack deals nonlethal electricity damage to living opponents (Fortitude half). The save DC is Constitution-based.

Electrical and Sonic Healing (Ex): Storm elementals take no damage from electricity and sonic attacks. Instead, any electricity attack (such as shocking grasp or lightning bolt) or sonic attack (such as sound burst) used against a storm elemental heals 1 point of damage for every 3 points of damage the attack would otherwise deal. The storm elemental can't heal hit points by attacking itself.

Electricity Sense (Ex): Shocker lizards automatically detect any electrical discharges within 100 feet.
 

Shade said:
I'm not sure what this means...

Reaction Modifier: +5


...but if we bump Dex up to 20-21, it's modifier will be +5. ;)

heh, i suppose we can do that. ;)

according to Greyhawk Adventures, page 20:

"Reaction Modifier is a guide for DMs in determining a creature's initial reaction. Roll 2d10 and add (or in some cases, subtract) the Reaction Modifier. The higher the number, the less aggressive the creature will be. A low roll means the creature acts more aggressively."

so, in other words, the higher the number the less likely the creature is to be aggressive. the average number for creatures in that book is about +1, and the nimbus had the highest number in the book, so it is generally not very hostile. keep in mind that GHA was a transitional book; in fact, though it looks like any other 1E book, the cover blurb says it is 2E compatible. perhaps the Reaction Modifier was at one point going to be a standard 2E stat, but got dropped shortly before 2E was finalized.

we can use the stuff you posted above, but let's compare to what we already have:

Greyhawk Adventures said:
The nimbus is a creature composed entirely of electrical energy, and thus has no fixed form. It usually appears in one of four shapes: as ball lightning (a slowly drifting ball of light easily mistaken for a will-o-wisp); sheet lightning (a veil of light similar to a small aurora); bolt lightning (bolts of light arcing from object to object); or St. Elmo’s fire (a diffuse, flickering glow that surrounds an object). The creature can change from one form to another at will. The creature can reach its maximum movement of 48” only in bolt form; in other forms, it’s limited to a movement of 18”. In all its forms, the nimbus gives off a brilliant white or blue-white light.

Erratic Form (Ex): A nimbus changes form frequently, and has four shapes that it typically appears in: ball lightning (a slowly drifting ball of light similar to a will-o-wisp); sheet lightning (a veil similar to a small aurora); bolt lightning (bolts of light arcing from object to object); or St. Elmo's fire (a diffuse, flickering glow that surrounds an object). The nimbus can change from one form to another at will as a free action. The nimbus can reach its maximum speed of 120 feet only in bolt form; in other forms, it's limited to a speed of 50 feet.

Greyhawk Adventures said:
On the Material Plane, the nimbus isn’t an aggressive creature, playing among the mountain peaks for the sheer joy of it. If attacked, however, it’s well able to defend itself. Its preferred means of attack is to surround its victim in its St. Elmo’s fire form, and electrocute the creature. A successful to hit roll indicates that the nimbus has managed to engulf its target and has discharged its shocking current. If the target is wearing armor made of ferrous metal (iron or steel, but not mithril or adamantine), or is carrying more than 250 gp weight of ferrous metal equipment, the nimbus receives a +2 bonus to its hit roll. Although this is the creature’s preferred manner of attack, it can only use this attack four times per day, since further attacks prohibitively drain the creature’s energy.

Engulf (Ex): A nimbus in the form of St. Elmo’s fire can attempt to surround an opponent and electrocute it. It cannot make a touch attack during a round in which it electrocutes. As a standard action, the nimbus moves into the space of another creature, filling that space up with its energy form. Opponents can make attacks of opportunity against the nimbus, but if they do so they are not entitled to a saving throw. A victim who does not attempt an attack of opportunity must succeed at a Reflex save (DC 16) or be engulfed by the nimbus; on a success, they are pushed back or aside (opponent’s choice) as the nimbus moves forward. Engulfed creatures are subject to the nimbus’ shock touch, and are considered to be grappled and trapped within its body. The nimbus can only use this attack up to four times per day, as further attacks will drain its energy.

If the target is wearing armor made of ferrous metal (such as iron or steel, but not mithril or adamantine), or is carrying more than 25 pounds worth of ferrous metal equipment, the nimbus receives a +2 circumstance bonus to its attack roll.

Greyhawk Adventures said:
It can also cast small lightning bolts, one per round, to a maximum range of 60 feet. These bolts deal 2-12 points of damage each (save for half damage).

Lightning Bolts (Su): A nimbus can discharge a small lightning bolt each round, as the spell. These bolts only reach up to a range of 60 feet, and deal 2d6 points of electrical damage (Reflex save DC 16 for half).

Greyhawk Adventures said:
The nimbus can be harmed only by +1 or better magic weapons. If the weapon used against the creature is made of ferrous metal, its wielder suffers 1-4 points of electrical damage for each successful hit on the nimbus, and has a 25% chance of dropping the weapon. Lightning and electrical attacks do no damage to the nimbus; in fact, for each such attack that strikes the nimbus, it regenerates 3-12 points of damage. Poison and acids are also ineffective. Fire and cold-based attacks do normal damage, while magical attacks that include water (e.g., ice storm) do double damage (non-magical water does the creature no harm, however). The nimbus is immune to sleep, charm, illusion and other mind-altering magics.

DR 10/+1

Shocking Current (Ex): If a weapon used against a nimbus is made of ferrous metal, its wielder suffers 1d4 points of electrical damage for each successful attack on the nimbus, and may drop the weapon (Fortitude save DC 14 to avoid).

Absorb Electricity (Ex): Electrical attacks do no damage to a nimbus, and instead restore 3d4 hit points to it.

Vulnerabilities (Ex): Magical attacks that include water (such as ice storm spells) do double damage to a nimbus, however non-magical water does not harm the creature.

immunity to acid, mind-affecting effects, and poison

Greyhawk Adventures said:
When a nimbus is aroused, it generates a static charge powerful enough to give creatures within 30 feet an uncomfortable feeling of “their hair standing on end.” Within 10 feet of the nimbus, this static charge is enough to cause any ferrous metal objects to glow with their own St. Elmo’s fire. This induced charge does no damage, although it may look dangerous.

notice how i said provoked instead of aroused. ;)

Static Charge (Ex): When the nimbus is provoked, it generates a static charge powerful enough to give creatures within thirty feet a mild electrical charge. This causes an uncomfortable feeling to creatures within ten feet of the nimbus, and causes any ferrous metal objects to glow with their own St. Elmo's fire. This induced charge does no damage, though it may appear hostile and dangerous.

Greyhawk Adventures said:
The means of communication used by the nimbus is unknown. Telepathy, tongues and other magics are totally ineffective in communicating with the nimbus.

don't know if we need to say something about that? maybe just flavor text?
 


BOZ said:
perhaps the Reaction Modifier was at one point going to be a standard 2E stat, but got dropped shortly before 2E was finalized.

Interesting!

BOZ said:
Erratic Form (Ex): A nimbus changes form frequently, and has four shapes that it typically appears in: ball lightning (a slowly drifting ball of light similar to a will-o-wisp); sheet lightning (a veil similar to a small aurora); bolt lightning (bolts of light arcing from object to object); or St. Elmo's fire (a diffuse, flickering glow that surrounds an object). The nimbus can change from one form to another at will as a free action. The nimbus can reach its maximum speed of 120 feet only in bolt form; in other forms, it's limited to a speed of 50 feet.

I think we should change this to Alternate Form, similar to how eladrins handle it.

BOZ said:
Engulf (Ex): A nimbus in the form of St. Elmo’s fire can attempt to surround an opponent and electrocute it. It cannot make a touch attack during a round in which it electrocutes. As a standard action, the nimbus moves into the space of another creature, filling that space up with its energy form. Opponents can make attacks of opportunity against the nimbus, but if they do so they are not entitled to a saving throw. A victim who does not attempt an attack of opportunity must succeed at a Reflex save (DC 16) or be engulfed by the nimbus; on a success, they are pushed back or aside (opponent’s choice) as the nimbus moves forward. Engulfed creatures are subject to the nimbus’ shock touch, and are considered to be grappled and trapped within its body. The nimbus can only use this attack up to four times per day, as further attacks will drain its energy.

If the target is wearing armor made of ferrous metal (such as iron or steel, but not mithril or adamantine), or is carrying more than 25 pounds worth of ferrous metal equipment, the nimbus receives a +2 circumstance bonus to its attack roll.

The second paragraph can be dropped, since it never makes an attack roll to engulf.

BOZ said:
Lightning Bolts (Su): A nimbus can discharge a small lightning bolt each round, as the spell. These bolts only reach up to a range of 60 feet, and deal 2d6 points of electrical damage (Reflex save DC 16 for half).

Rather than stating "as the spell", I'd just go with:

Lightning Bolt (Su): As a standard action, a nimbus can discharge a 60-foot line of lightning that deals 2d6 points of electricity damage (Reflex DC 16 half). The save DC is Constitution(?)-based.

BOZ said:

DR 10/magic or 5/magic as Mortis suggested.

BOZ said:
Shocking Current (Ex): If a weapon used against a nimbus is made of ferrous metal, its wielder suffers 1d4 points of electrical damage for each successful attack on the nimbus, and may drop the weapon (Fortitude save DC 14 to avoid).

I'm attempting a rewrite of this to better mimic the fire elemental's burn ability and similar abilities:

Shock (Ex): A nimbus's touch attack deals 5d6 points of electricity damage. Creatures hitting a nimbus with natural weapons or unarmed attacks take Xd6 points of electrical damage. A creature that hits a nimbus with a metallic weapon takes an additional 1d4 points of electrical damage and must succeed on A DC X Fortitude save or be stunned for 1 round. The save DC is Constitution-based.

Since stunning causes a creature to drop all held items, I figured it would make sense here. It doesn't seem too powerful for a creature of its CR.

BOZ said:
Absorb Electricity (Ex): Electrical attacks do no damage to a nimbus, and instead restore 3d4 hit points to it.

Borrowing from Cryonax (which we borrowed from somewhere else)...

Absorb Electricity (Su): A magical attack that deals electricity damage heals a nimbus for 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause a nimbus to exceed its full normal hit points, any excess hit points are lost. A nimbus gets no saving throws against electricity effects.

BOZ said:
Vulnerabilities (Ex): Magical attacks that include water (such as ice storm spells) do double damage to a nimbus, however non-magical water does not harm the creature.

Hmmm....ice storm doesn't technically include water...it's a cold effect. I'd recommend either expanding the ability to encompass all cold effects, or limit it to spells that specifically mention water.

BOZ said:
immunity to acid, mind-affecting effects, and poison

I'd add critical hits and sneak attack to that, since it has no discernible anatomy.



BOZ said:
notice how i said provoked instead of aroused. ;)

...and I thank you for that! :lol:

BOZ said:
Static Charge (Ex): When the nimbus is provoked, it generates a static charge powerful enough to give creatures within thirty feet a mild electrical charge. This causes an uncomfortable feeling to creatures within ten feet of the nimbus, and causes any ferrous metal objects to glow with their own St. Elmo's fire. This induced charge does no damage, though it may appear hostile and dangerous.

Perhaps this could function as faerie fire?

BOZ said:
don't know if we need to say something about that? maybe just flavor text?

We could modify this:

Incomprehensible (Ex): Because of the blood mother's alien mentality, the gurgling language it speaks in its normal form cannot be understood by any creature except blood elementals and other blood mothers. No mundane or magical effect that usually allows verbal communication (including a tongues spell or a monk's tongue of the sun and moon ability) allows any other creature to understand it. Blood mothers can, however, learn the languages of other species to the limits of their Intelligence. They can understand such languages while in their natural form, but they can speak them only in mortal form. Because they are capable of understanding other languages, blood mothers are not immune to language-dependent effects.

Or the alien mind ability...

Alien Mind (Ex): Any attempt to establish a telepathic link to the Abomination's mind (via detect thoughts, a psionic ability, dominate monster, and so on) automatically fails.

Mortis said:
I'd certainly give it the Incorporeal subtype.

I don't think so. Neither the will-o'-wisp, lantern archon, or shocker are incorporeal.
 
Last edited:

Shade said:
I think we should change this to Alternate Form, similar to how eladrins handle it.
Good idea.

The second paragraph can be dropped, since it never makes an attack roll to engulf.
Perhaps it still has to hit with its Shock attack, although I'd agree that any creature engulfed automatically takes the damage. :)

Lightning Bolt (Su): As a standard action, a nimbus can discharge a 60-foot line of lightning that deals 2d6 points of electricity damage (Reflex DC 16 half). The save DC is Constitution(?)-based.
Looks better.

Shock (Ex): A nimbus's touch attack deals 5d6 points of electricity damage. Creatures hitting a nimbus with natural weapons or unarmed attacks take Xd6 points of electrical damage. A creature that hits a nimbus with a metallic weapon takes an additional 1d4 points of electrical damage and must succeed on A DC X Fortitude save or be stunned for 1 round. The save DC is Constitution-based.

Since stunning causes a creature to drop all held items, I figured it would make sense here. It doesn't seem too powerful for a creature of its CR.
I'd go with that.

Absorb Electricity (Su): A magical attack that deals electricity damage heals a nimbus for 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause a nimbus to exceed its full normal hit points, any excess hit points are lost. A nimbus gets no saving throws against electricity effects.
Now, AFAIK, there is no effect that drains electricity but would a nimbus get a save in that case?

Hmmm....ice storm doesn't technically include water...it's a cold effect. I'd recommend either expanding the ability to encompass all cold effects, or limit it to spells that specifically mention water.
Well you could argue that water is mentioned, albeit in its solid form. ;)

I'd add critical hits and sneak attack to that, since it has no discernible anatomy.
Agreed.

Perhaps this could function as faerie fire?
Perhaps. :)


We could modify this:

Incomprehensible (Ex): Because of the blood mother's alien mentality, the gurgling language it speaks in its normal form cannot be understood by any creature except blood elementals and other blood mothers. No mundane or magical effect that usually allows verbal communication (including a tongues spell or a monk's tongue of the sun and moon ability) allows any other creature to understand it. Blood mothers can, however, learn the languages of other species to the limits of their Intelligence. They can understand such languages while in their natural form, but they can speak them only in mortal form. Because they are capable of understanding other languages, blood mothers are not immune to language-dependent effects.

Or the alien mind ability...

Alien Mind (Ex): Any attempt to establish a telepathic link to the Abomination's mind (via detect thoughts, a psionic ability, dominate monster, and so on) automatically fails.
I'd go with Alien Mind.

I don't think so. Neither the will-o'-wisp, lantern archon, or shocker are incorporeal.
Ah, yes. :o

Regards
Mortis
 

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