Hellish Creature
Hellish Creature Pattern (+2 CR)
- Alignment: changes to Pure Evil
- Subtype: add Hellish to subtypes
Hellish Creature is a stronger variant of the Fiendish pattern, and has all of the features of the Fiendish pattern plus their terrible Malediction power. A Fiendish creature is assumed to be tainted by some dire evil bloodline at some point in their past. A Hellish creature has the same evil stain, but it is much stronger, and their is much more Fiendish power in their bloodline. Hellish creatures are thus even more nasty than their Fiendish cousins. They can be used in all cases suitable for Fiendish creatures that need a little more oomph. For example, a tribe of Fiendish Ogres may have all their tribal leaders with a Hellish pattern. Similarly, a demon-worshiping cult may grant the Fiendish pattern to their lower-level members, while the especially favored ones are granted the Hellish pattern. Devils granting wishes may grant the Fiendish or Hellish pattern to their bargainers, Dark Gods may grant Hellish to their worshipers/victims, etc. This pattern can also be used to represent membership in evil cults, and can be used to add some 'heft' and variety to murderous cultists, worshippers of dark, evil gods, and the like.
This creature has obviously sold whatever was left of its soul to truly evil powers. Who knows what dangerous powers it got for that awful bargain?
General
- Init: +2 CRs greater than base creature.
- Ambush Chance: -2 (better at ambushes)
- Senses:
- Perception: +2 CRs greater than base creature.
- Movement Types:
Defense
- AC: +1 CRs greater than base creature.
- Maneuver Defense: +2 CRs greater than base creature.
- Hit Points: +3 CRs greater than base creature.
- Fort: +1 CRs greater than base creature.
- Will: +1 CRs greater than base creature.
- Special Defenses:
- Strong Against:
- Weak Against:
Offense
- Space / Reach: - / -
- To-Hits: +2 CRs greater than base creature.
- Damage: +2 CRs greater than base creature.
- Save DC's: +2 CRs greater than base creature.
Statistics
- Str: 8 Dex: 6 Con: 4 Int: 4 Wis: 6 Cha: 8
- Feats:
- Skills:
- creature adds +3 CRs to its Bluff skill.
- creature adds +3 CRs to its Knowledge (Religion) skill.
- creature adds +4 CRs to its Sense Motive skill.
- Languages:
Special Abilities
Smite Good (Su; Hellish Creature Pattern)
Once per encounter, as a swift action, a Hellish creature may choose one good-aligned creature to Smite. Once it has declared its Smite Good target, it adds a +3 bonus to melee attack rolls, and a damage bonus, against that target only, of 2 points of damage, inflicted as necrotic (energy, uncommon) damage. Smite Good persists until the target is dead or the end of the encounter.Malediction (Su; Hellish Creature Pattern)
Once per encounter, as a standard action, a Hellish creature may pronounce a Malediction. This is a Supernatural ability with a range of 50 feet, which requires the target to hear the Hellish creature to take effect (line of effect, but line of sight is not required).If the Malediction is directed at an Evil-aligned ally creature, it heals the creature for 1d6 points of healing.
If instead directed at a Good-aligned enemy creature, Malediction inflicts 1d6 points of damage as negative energy (energy, uncommon), and even worse, also inflicts the Slandered condition upon the victim. Malediction allows a Will save versus a DC of 14. If the save is made the damage is halved, and the condition is reduced to Humbled.