Eldritch Creature

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Not just anybody can do this, you know. Well, okay, they can if they have this pattern. But otherwise...

Eldritch Creature Pattern (+3 CR)

Alignment: changes to Chaotic Evil
Subtype: add Eldritch to subtypes


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.

This scarily strong creature seems weirdly deformed...and is it...whistling?

General

Init: +3 CRs greater than base creature.
Ambush Chance: +2 (worse at ambushes)
Senses:
Movement Types:

Defense

AC: +2 CRs greater than base creature.
Maneuver Defense: +1 CRs greater than base creature.
Hit Points: +3 CRs greater than base creature.
Fort: +3 CRs greater than base creature.
Refl: +2 CRs greater than base creature.
Will: +4 CRs greater than base creature.
Special Defenses:
Strong Against:
Weak Against:

Offense

Space / Reach: - / -
To-Hits: +3 CRs greater than base creature.
Damage: +2 CRs greater than base creature.
Maneuver Offense: +3 CRs greater than base creature.
Save DC's: +3 CRs greater than base creature.

Statistics

Str: 4    Dex: 4    Con: 4    Int: 4    Wis: 4    Cha: 4
Feats:
Skills:
  • creature adds +3 CRs to all of its existing skills.
  • creature adds +5 CRs to its Knowledge (Planes) skill.
Languages:

Special Abilities

Eldritch Seizure (Su; Eldritch Creature Pattern)

Up to once per round, as a swift action, an Eldritch Creature may roll their Maneuver Offense (d20+ 3) against the Maneuver Defense of any creature within 2 square(s) of its space. 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 GM, with an eye toward being extra creepy, but in all cases, the mechanics are the same: The Eldritch creature rolls its Maneuver Offense. If it beats the foes Maneuver Defense, the foe is rattled. If Eldritch Seizure is used a second time against a foe that is already rattled due to this power, the second time it inflicts 1d4 points of damage as interstice (physical, rare) damage, and the rattled condition is removed. No victim can be rattled and then damaged more than once per round with this power. Eldritch Seizure is a supernatural ability and does not provoke attacks of opportunity.

Piping Whistle (Su; Eldritch Creature Pattern)

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 Whistle inflicts Distracted on all enemy creatures to which it has line of effect within 2 squares of the Eldritch Creature. There is no saving throw, and only being Blind to Sound or magical Silence can block this effect. How...incredibly...annoying....