Fiendish Creature: Difference between revisions
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Revision as of 19:11, 14 March 2017
'Fiendish Creature' is an inherited template that can be added to any creature that is exceptionally bad. Warped tribes of Ogres, the worshipers of a Dark Diety, the minions of a Big Bad, any especially naughty villain, all can be created with this template. 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
Same as base creature +1.
Size and Type
The creature's Size does not change. It's Type remains the same but it gains the subtype Evil.
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 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 day, 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.
Base Attack Bonus
No changes.
Maneuver Check and Maneuver Defense
No changes.
Feats
Skills
Sense Motive, CR+10, for use with Smite Good, above. Note that also makes summoning Fiendish creatures for enlightened purposes a bit of a challenge....