Author Topic: Fiendish Creature  (Read 6660 times)

Offline oslecamo

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Fiendish Creature
« on: August 02, 2012, 07:32:35 PM »
Fiendish Creature



Pre-Requisites
-Must be a corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant or vermin.
-Nongood alignment

Hit Die: d8
LevelBABFortRefWillSpecial
1st
+1
+2
+2
+0
Fiendish Body, Profane Hide, Smite Good, Fiendish Fighting
2nd
+2
+3
+3
+0
Fiendish Mark, Fiendish Fighting

Class Skills: (4+Int. Mod). The Fiendish Creature's class skills are Apraise, Balance, Bluff, Concentration, Escape Artist, Hide, Intimidate, Jump, Knowledge (Any), Listen, Move Silently, Sense Motive, Spot, Survival, Swim

Proficiencies: A Fiendish Creature doesn't gain any new proficiencies.

Class Features

Fiendish Body: If the Fiendish creature was an animal or vermin, its type changes to magic beast. Otherwise it remains the same. Either way don't recalculate anything. Any natural weapons of the Fiendish Creature now counts as magic for bypassing DR and hiting incorporeal creatures.

The Fiendish creature also gains Darkvision 60 feet and develops a more frightening aspect than normal, granting it a +2 bonus on Intimidate checks.

Profane Hide: The Fiendish Creature gains SR equal to 11+HD and DR/magic equal to ½ HD. It may lower or rise its SR at any time even if it isn't its turn. If it already had DR/magic, they both stack. If it had DR of another kind, it now demands magic to bypass. If it already demanded magic to bypass, then increase it by 2.

In addition, the Fiendish Creature also gains resistance to Cold and Fire equal to 1/2 HD, stacking with any already existing resistance of the same kind.

Smite Good: Once per hour the Fiendish creature can declare one of its  normal melee attacks to be a Smite Good. If that attack hits a good creature it deals extra damage equal to the fiendish's creature HD.

Fiendish Fighting: A Fiendish creature is particularly cruel and vicious in battle, the evil inside it unlocking even unnatural powers. It learns Explosion or Memento plus one of the following abilities that it may use as an immediate action. After being used it must wait 2 turns before being able to use it again, but can use other option while waiting. Whenever the Fiendish creature gains a level it may trade one of the abilities (other than Memento or Explosion) for another. If the 2nd Fiendish Creature level is taken it learns another two abilities of the following list. They all count as Ex abilities.

(click to show/hide)


Fiendish Mark: Fiendish Creatures were once normal creatures of their kind, but have since been corrupted by the taint of evil, a taint that manifests on a variety of ways. At 2nd level pick one of the following.

Mark of Evil- The Fiendish creature is plainly a selfish being that delights itself in torturing and opressing others. It gains a +1 Profane bonus on attack rolls, damage rolls, AC, saves and skill checks.  Adjacent enemies take a -1 Profane penalty to attack rolls, damage rolls, AC, saves and skill checks.

Mark of Hatred-The Fiendish Creature is always filled with primal instincts of destruction for destruction's sake, making it harder to affect by foreign sources but also harder to hold a coherent train  of tought. The Fiendish Creature's SR increases by 5, and either at the end of a charge or during a full attack, it may perform one extra attack whitout penalty (two extra attacks instead if it has pounce and charges). Spells/SLAs/ psychic powers/PLAs and similar that demand a touch attack to hit have to roll against the Fiendish Creature's normal AC. However it can no longer willingly lower its SR, and can never cast spells, SLAs, psychic powers, PLAs or similar of its own. It may still fully benefit from magic items and potions.

Mark of Decay- The Fiendish creature's body looks half-rotten and disgusting, yet when it's cut it refits itself. The Fiendish Creature becomes immune to poison and disease and also gains fast healing and regeneration each equal to ½ its HD which can only be bypassed by good attacks and can use Con instead of Cha for Intimidate checks, but takes a permanent -6 penalty to Cha. If this would lower its Cha to 0 or less, it becomes a mindless beast that cares for nothing for but eating anything that comes nearby.

Mark of Excess- The Fiendish creature's body has clearly exagerated features, making it extra suprising what it is capable of pulling off. The Fiendish Creature adds its highest mental stat mod to Initiative checks, and gains a +2 Profane bonus to attack rolls, skill checks, ability checks, damage rolls and ability DCs against enemies denied their Dex bonus.

Mark of Conspiracy- The Fiendish Creature's body is hard to tell apart, but doesn't look like they're up to any good. It gains a permanent 20% miss chance. If it has a miss chance from another source, it may instead increase it by 10% (but never more than 90%). In addition choose a spell with the [Evil] descriptor of a level no bigger than ½ HD (whenever it gains a level, it may replace it for another one it ). The Fiendish creature may cast it 1/day, plus another time for every 6 HD, as a SLA, save DC being 10+1/2 HD+Highest Mental Stat mod, but still needs to supply any experience or expensive material costs. In addition Fiendish Creature levels now stack with a casting class of its choice for purposes of CL and learning new spells and gaining new spell slots, altough it doesn't retroactively grants them. It however takes a -6 penalty to Wisdom. If this would lower its Wis to 0 or less, it will suffer from a permanent Insanity effect, bypassing any immunities it may have.


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« Last Edit: April 19, 2019, 12:28:58 AM by oslecamo »

Offline oslecamo

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Re: Fiendish Creature
« Reply #1 on: June 19, 2015, 05:31:34 PM »
This one felt somewhat lackluster so added the Fiendish Fighting ability to add some dirty tricks.