Eldritch Creature: Difference between revisions
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*Eldritch Seizure. As a swift action, an Eldritch Creature may roll a Grapple Combat maneuver against any creature within CR/10 squares of its space, round up. This may be a darting tentacle that attaches to its foe, or a weird distortion in space itself, a dose of its maddened gaze, or even a purely mental effect as its otherworldly mind seizes yours directly. The details of the attack are left to the DM, with an eye toward being extra creepy, but in all cases, the mechanics are the same: The Eldritch creature rolls its Maneuver Offense with a +5 untyped bonus. If it beats the foes Maneuver Defense, the foe is [[Grappled]], but the Eldritch Creature is not. Eldritch Seizure is a supernatural ability and does not provoke attacks of opportunity. | *Eldritch Seizure. As a swift action, an Eldritch Creature may roll a Grapple Combat maneuver against any creature within CR/10 squares of its space, round up. This may be a darting tentacle that attaches to its foe, or a weird distortion in space itself, a dose of its maddened gaze, or even a purely mental effect as its otherworldly mind seizes yours directly. The details of the attack are left to the DM, with an eye toward being extra creepy, but in all cases, the mechanics are the same: The Eldritch creature rolls its Maneuver Offense with a +5 untyped bonus. If it beats the foes Maneuver Defense, the foe is [[Grappled]], but the Eldritch Creature is not. Eldritch Seizure is a supernatural ability and does not provoke attacks of opportunity. | ||
*Rotting Grasp. If an Eldritch Creature begins a round with an enemy Grappled with its Eldritch Seizure, as a swift action, it can make a Maneuver Offense roll (at an untyped +5) to inflict normal melee damage on it. In addition to that melee damage, the +5 bonus damage granted by the Eldritch Creature Pattern is treated as Primal (unresistable) damage, and the grappled victim suffers 2 points of [[ | *Rotting Grasp. If an Eldritch Creature begins a round with an enemy Grappled with its Eldritch Seizure, as a swift action, it can make a Maneuver Offense roll (at an untyped +5) to inflict normal melee damage on it. In addition to that melee damage, the +5 bonus damage granted by the Eldritch Creature Pattern is treated as Primal (unresistable) damage, and the grappled victim suffers 2 points of [[Ability Damage | Constitution Damage]] | ||
== Ability Scores == | == Ability Scores == |
Revision as of 20:09, 9 December 2017
'Eldritch Creature' is a pattern that can be added to any creature to symbolize that they either hail from the vasty depths of the Deep Dark, or they have been tainted with the staining touch of the Outer Madness...or maybe it means something else entirely!
Weird, terrible, tentacle-laden creatures that have been twisted away from the course of Nature. Monsters touched by Aboleth genes, mutations, un-known horrors, chaos-spawned monstrosities, the results of Alchemical or Sorcerous experiments, all these are things that can be modeled with the Eldritch Creature pattern.
Eldritch Creature is a powerful pattern, and can be used to create eerie, awful things to inhabit time-lost ruins, planets filled with ineffable horrors, and the dross-pits of the Unterwelt.
An Eldritch Creature uses all of the base creature's statistics and abilities except as noted below.
CR
Same as base creature +3.
Size and Type
The creature's Size does not change. It's Type remains the same but it gains the subtype Eldritch.
Initiative Modifier
The creature's initiative modifier increases by the full amount that its CR increases, round up.
Senses
All senses such as scent, tremorsense, keen hearing, etc are unchanged. An Eldritch Creature gains Lifesense equal to the range of its longest-range sense, or 60 feet, whichever is longer. An Eldritch Creature gains +3 on Perception skill rolls.
Armor Class
Eldritch Creatures gain +2 AC.
Hit Dice
Eldritch Creatures gain +10 hp per Hit Die of their adjusted CR.
Defensive Ability
The Eldritch Creature gains the following abilities, which may be added to their Bestiary entry:
- Piping Whistle. As a Standard action, an Eldritch Creature can generate a high, beautiful sound, that quickly becomes nigh-intolerable as it just...drills...right...into...your...mind. Piping Whistles inflicts Distracted on all enemy creatures to which it has line of effect within one square per adjusted CR of the Eldritch Creature. There is no saving throw, and only magical Silence can block this effect. How...incredibly...annoying....
Aura: - Same as Base Creature
SR: - Same as Base Creature
Special Defenses: Same as Base Creature
- Eldritch Creatures gain a +3 untyped bonus on all Saving Throws.
Immunities: Same as Base Creature.
Weaknesses: Same as Base Creature
Out of Combat
Same as Base Creature.
Speed
An Eldritch Creature's base speed improves by ten feet in all movement categories it has.
- An Eldritch Creature gains Teleport as a move type, equal to its longest move granted by any other power or 60 feet, whichever is longer. Eldritch creatures may not use Teleport to take five foot steps, withdraw, or make a Run maneuver.
Melee Attacks
The Eldritch Creature retains all the base creature's attacks . It gains a +3 untyped bonus to-hit with all attacks.
Damage
The Eldritch Creature does the same damage and effects as the base creature. It gains a +5 untyped bonus to all damage it inflicts, and all DC's are raised by +3.
Space and Reach
No Changes.
Offensive Ability
- Eldritch Seizure. As a swift action, an Eldritch Creature may roll a Grapple Combat maneuver against any creature within CR/10 squares of its space, round up. This may be a darting tentacle that attaches to its foe, or a weird distortion in space itself, a dose of its maddened gaze, or even a purely mental effect as its otherworldly mind seizes yours directly. The details of the attack are left to the DM, with an eye toward being extra creepy, but in all cases, the mechanics are the same: The Eldritch creature rolls its Maneuver Offense with a +5 untyped bonus. If it beats the foes Maneuver Defense, the foe is Grappled, but the Eldritch Creature is not. Eldritch Seizure is a supernatural ability and does not provoke attacks of opportunity.
- Rotting Grasp. If an Eldritch Creature begins a round with an enemy Grappled with its Eldritch Seizure, as a swift action, it can make a Maneuver Offense roll (at an untyped +5) to inflict normal melee damage on it. In addition to that melee damage, the +5 bonus damage granted by the Eldritch Creature Pattern is treated as Primal (unresistable) damage, and the grappled victim suffers 2 points of Constitution Damage
Ability Scores
An Eldritch Creature adds +4 to all stats, although it is so alien that the extra mental stats may not make it seem any smarter.
Maneuver Offense and Maneuver Defense
The Eldritch Creature gains a +2 untyped bonus to Maneuver Offense and Maneuver Defense rolls. This bonus does not stack with the Eldritch Seizure boost, and is used for all other Combat Maneuvers.
Feats
Optionally, add one non-combat oriented feat, for flavor. Or just wing it! DM fiat is a wonderful thing.
Skills
Gains Knowledge (Planes) at CR+15. Optionally, add one other skill at CR+10.