Fiendish Creature: Difference between revisions

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'''Fiendish Creature''' is a pattern that can be added to any creature that is exceptionally bad.  Warped tribes of Ogres, the worshipers of a Dark Deity, the minions of a Big Bad, any especially naughty villain, all can be created with this pattern.  Combining Fiendish with the Heavy or Killer role is a simple way to make a memorable "lieutenant"-type monster, as well.
A Fiendish Creature uses all of the base creature's statistics and abilities except as noted below.
== CR (challenge rating) ==
Same as base creature +1.
== Size and Type ==
The creature's Size does not change.  Its Type remains the same but it gains the subtype Evil.
== Initiative Modifier ==
The creature's initiative modifier increases by +1.
== Senses ==
All  senses such as scent, tremorsense, keen hearing, etc. are unchanged.  Add [[Darkvision]] 60 ft unless it already has it or better, in which case, add 30 feet to the Darkvision's range.
== Armor Class ==
Fiendish Creatures gain +1 AC. 
== Hit Dice ==
No changes.
== Defensive Ability ==
A Fiendish Creature gains the following abilities, which may be added to their Bestiary entry:
=== Aura ===
Same as Base Creature.
=== SR ===
Same as Base Creature.
=== Special Defenses ===
The Fiendish Creature gains ER Fire, Sonic, and Electricity equal to its adjusted CR.  It also gains DR/good equal to its CR.
=== Immunities ===
Same as the base creature, except any keywords of good are changed to evil, and vice versa.
=== Weaknesses ===
Same as Base Creature.
==Out of Combat==
Same as base creature, only worse.  If applied to a nice or good creature, all positive or redeeming features are now the opposite, and are really terrible, to boot.
== Speed ==
A Fiendish Creature's base speed improves by ten feet in all movement categories it has.
== Melee Attacks ==
A Fiendish Creature retains all the base creature's attacks .
== Damage ==
== Space and Reach ==
No Changes.
== Offensive Ability ==
A Fiendish Creature gains the following abilities, which may be added to their Bestiary entry:
=== Smite Good (Su) ===
Once per encounter, as a swift action, a Fiendish creature may choose one good-aligned creature to Smite.  Once it has declared its Smite target, it adds a +3 bonus to melee attack rolls, and a damage bonus equal to its Hit Dice.  Smite persists until the target is dead or the Fiendish creature rests.
== Ability Scores ==
No changes.
== Maneuver Offense and Maneuver Defense ==
No changes.
== Feats ==
== Skills ==
Sense Motive, CR+10. This is useful for detecting targets for their Smite Good attack, if they have no other way of identifying a suitable victim (''detect alignment'', the PC who is smiting it, the PC with a halo and a sign that reads "I'm Good," etc.). Note that also makes summoning Hellish creatures for enlightened purposes a bit of a challenge if they figure out what you're doing...

Revision as of 16:07, 30 January 2021

Not just anybody can do this, you know. Well, okay, they can if they have this pattern. But otherwise...

Fiendish Creature Pattern (+1 CR)

Alignment: changes to Pure Evil
Subtype: add Fiendish to subtypes


Fiendish Creature is a pattern that can be added to any creature that is exceptionally bad. Warped tribes of Ogres, the worshipers of a Dark Deity, the minions of a Big Bad, any especially naughty villain, all can be created with this pattern. Combining Fiendish with the Heavy or Killer role is a simple way to make a memorable "lieutenant"-type monster, as well. 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 allied itself, body and spirit, with dark, dangerous forces.

General

Init: +1 CRs greater than base creature.
Senses:
Movement Types:

Defense

Special Defenses:
Strong Against:
Weak Against:

Offense

Space / Reach: - / -
To-Hits: +1 CRs greater than base creature.

Statistics

Str:     Dex:     Con:     Int:     Wis:     Cha:
Feats:
Skills:
Languages:

Special Abilities

Smite Good (Su; Fiendish Creature Pattern)

Once per encounter, as a swift action, a Fiendish 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.