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. | '''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. |
Revision as of 16:30, 23 January 2021
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...