Fiendish Creature: Difference between revisions

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Latest revision as of 10:38, 15 May 2022

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

AC: +1 CRs greater than base creature.
Hit Points: +1 CRs greater than base creature.
Special Defenses:
Strong Against:
Weak Against:

Offense

Space / Reach: - / -
To-Hits: +1 CRs greater than base creature.
Maneuver Offense: +1 CRs greater than base creature.
Save DC's: +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.