Fiendish Creature: Difference between revisions

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[[Category:Epic Path]][[Category:Monster_Templates_and_Roles]]
[[Category:Epic Path]][[Category:Monster_Templates_and_Roles]]
'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.
'''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 Deity, 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.
A Fiendish Creature uses all of the base creature's statistics and abilities except as noted below.
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== Size and Type ==
== Size and Type ==
The creature's Size does not change.  It's Type remains the same but it gains the subtype Evil.
The creature's Size does not change.  Its Type remains the same but it gains the subtype Evil.


== Senses ==
== 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.
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 ==
== Armor Class ==
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A Fiendish Creature gains the following abilities, which may be added to their Bestiary entry:
A Fiendish Creature gains the following abilities, which may be added to their Bestiary entry:


'''Aura:''' - Same as Base Creature
=== Aura ===
Same as Base Creature.


'''SR:''' - 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.
=== 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.
=== Immunities ===
Same as the base creature, except any keywords of good are changed to evil, and vice versa.


'''Weaknesses:''' Same as Base Creature
=== Weaknesses ===
Same as Base Creature.


===OUT OF COMBAT===
==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.
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 ==
== Speed ==
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A Fiendish Creature gains the following abilities, which may be added to their Bestiary entry:
A Fiendish Creature gains the following abilities, which may be added to their Bestiary entry:


; Smite Good(Su)
=== 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.
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 ==
== Ability Scores ==
No changes.
No changes.
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== Skills ==
== 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....
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 02:06, 16 May 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 Deity, 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. Its 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 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.

Base Attack Bonus

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...