Hellish Creature: Difference between revisions
No edit summary |
|||
(26 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
{{Template:Pattern | |||
<!-- GENERAL ADJUSTMENTS --> | |||
= | | CR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CR-Adj}}} | ||
| CR-Adj| 2 | |||
}}</onlyinclude> | |||
== | | Picture = | ||
| Picture-Text = | |||
= | | Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}} | ||
| Description| '''Hellish Creature''' is a stronger variant of the [[Fiendish Creature|Fiendish]] pattern, and has all of the features of the Fiendish pattern plus their terrible Malediction power. A Fiendish creature is assumed to be tainted by some dire evil bloodline at some point in their past. A Hellish creature has the same evil stain, but it is much stronger, and their is much more Fiendish power in their bloodline. Hellish creatures are thus even more nasty than their Fiendish cousins. They can be used in all cases suitable for Fiendish creatures that need a little more oomph. For example, a tribe of Fiendish Ogres may have all their tribal leaders with a Hellish pattern. Similarly, a demon-worshiping cult may grant the Fiendish pattern to their lower-level members, while the especially favored ones are granted the Hellish pattern. Devils granting wishes may grant the Fiendish or Hellish pattern to their bargainers, Dark Gods may grant Hellish to their worshipers/victims, etc. This pattern can also be used to represent membership in evil cults, and can be used to add some 'heft' and variety to murderous cultists, worshippers of dark, evil gods, and the like. | |||
}}</onlyinclude> | |||
= | | Short-Desc=<onlyinclude>{{#ifeq:{{{transcludesection|Short-Desc}}} | ||
| Short-Desc| This creature has obviously sold whatever was left of its soul to truly evil powers. Who knows what dangerous powers it got for that awful bargain? | |||
}}</onlyinclude> | |||
= | | Change-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Change-Type}}} | ||
| Change-Type| | |||
}}</onlyinclude> | |||
= | | Add-Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Subtype}}} | ||
| Add-Subtype| Hellish | |||
}}</onlyinclude> | |||
| Change-Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Change-Alignment}}} | |||
| Change-Alignment| Pure Evil | |||
<!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil --> | |||
}}</onlyinclude> | |||
' | <!-- ABILITY SCORES --> | ||
<!-- Except for INT, these stat changes are cosmetic and do not affect other numbers | |||
Just put in the number you want to ADD to the existing monster's stats --> | |||
| STR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|STR-Adj}}} | |||
| STR-Adj| 8 | |||
}}</onlyinclude> | |||
| DEX-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|DEX-Adj}}} | |||
| DEX-Adj| 6 | |||
}}</onlyinclude> | |||
| CON-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CON-Adj}}} | |||
| CON-Adj| 4 | |||
}}</onlyinclude> | |||
= | | INT-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|INT-Adj}}} | ||
| INT-Adj| 4 | |||
}}</onlyinclude> | |||
= | | WIS-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|WIS-Adj}}} | ||
| WIS-Adj| 6 | |||
}}</onlyinclude> | |||
= | | CHA-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CHA-Adj}}} | ||
| CHA-Adj| 8 | |||
}}</onlyinclude> | |||
<!-- NUMERICS --> | |||
<!-- These values adjust the BASE CR of the monster (not the adjusted CR). | |||
They should be how the pattern "pays" for the benefits provided in the non-numerics section --> | |||
= | | Initiative-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Initiative-Adj}}} | ||
| Initiative-Adj| 2 | |||
}}</onlyinclude> | |||
= | | Ambush-Chance-Nudge=<onlyinclude>{{#ifeq:{{{transcludesection|Ambush-Chance-Nudge}}} | ||
| Ambush-Chance-Nudge| -2 | |||
<!-- VALUES: a whole number, applied to their chance on a d20; negative numbers are better ambushers, | |||
positive numbers are worse ambushers. Value should usually be between -3 and 3. --> | |||
}}</onlyinclude> | |||
= | | Skill-Perception-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Skill-Perception-Adj}}} | ||
| Skill-Perception-Adj| 2 | |||
}}</onlyinclude> | |||
| Hit-Points-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Hit-Points-Adj}}} | |||
| Hit-Points-Adj| 3 | |||
}}</onlyinclude> | |||
= | | Fort-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Fort-Adj}}} | ||
| Fort-Adj| 1 | |||
}}</onlyinclude> | |||
= | | Refl-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Refl-Adj}}} | ||
| Refl-Adj| | |||
}}</onlyinclude> | |||
= | | Will-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Will-Adj}}} | ||
| Will-Adj| 1 | |||
}}</onlyinclude> | |||
= | | To-Hit-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|To-Hit-Adj}}} | ||
| To-Hit-Adj| 2 | |||
}}</onlyinclude> | |||
= | | Damage-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Damage-Adj}}} | ||
| Damage-Adj| 2 | |||
}}</onlyinclude> | |||
== | | Save-DC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Save-DC-Adj}}} | ||
| Save-DC-Adj| 2 | |||
}}</onlyinclude> | |||
| AC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|AC-Adj}}} | |||
| AC-Adj| 1 | |||
}}</onlyinclude> | |||
| Maneuver-Offense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Offense-Adj}}} | |||
| Maneuver-Offense-Adj| | |||
}}</onlyinclude> | |||
| Maneuver-Defense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Defense-Adj}}} | |||
| Maneuver-Defense-Adj| 2 | |||
}}</onlyinclude> | |||
| Increase-All-Existing-Skills=<onlyinclude>{{#ifeq:{{{transcludesection|Increase-All-Existing-Skills}}} | |||
| Increase-All-Existing-Skills| | |||
<!-- This adjusts the value for all skills the monster already knows, without giving them new skills. | |||
This value is NOT added to any specific skill CR modifier; it will always prefer a specific skill | |||
if one is given; this is ONLY used if the monster has the skill already and the pattern does NOT | |||
specify a specific value for that skill. --> | |||
}}</onlyinclude> | |||
<!-- SPACE / REACH --> | |||
| Size-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Size-Adj}}} | |||
| Size-Adj| | |||
<!-- VALUES: a whole number between -2 to 2; this is how many size categories the base monster is changed by --> | |||
}}</onlyinclude> | |||
| Reach-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Reach-Adj}}} | |||
| Reach-Adj| | |||
<!-- VALUES: a whole number between -2 to 2; this is how many SQUARES of reach the base monster gains or loses --> | |||
}}</onlyinclude> | |||
<!-- SENSES --> | |||
| Blind-to-Vision=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Vision}}} | |||
| Blind-to-Vision| | |||
<!-- Values: Y or leave blank --> | |||
}}</onlyinclude> | |||
| Blind-to-Sound=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Sound}}} | |||
| Blind-to-Sound| | |||
<!-- Values: Y or leave blank --> | |||
}}</onlyinclude> | |||
| Blind-to-Smell=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Smell}}} | |||
| Blind-to-Smell| | |||
<!-- Values: Y or leave blank --> | |||
}}</onlyinclude> | |||
| Low-Light-Vision=<onlyinclude>{{#ifeq:{{{transcludesection|Low-Light-Vision}}} | |||
| Low-Light-Vision| | |||
<!-- Values: Y or leave blank --> | |||
}}</onlyinclude> | |||
| Darkvision-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Darkvision-Range}}} | |||
| Darkvision-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Heartsight-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Heartsight-Range}}} | |||
| Heartsight-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Keen-Hearing-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Keen-Hearing-Range}}} | |||
| Keen-Hearing-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Precise-Hearing-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Precise-Hearing-Range}}} | |||
| Precise-Hearing-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Echolocation-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Echolocation-Range}}} | |||
| Echolocation-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Scent-Range}}} | |||
| Scent-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Keen-Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Keen-Scent-Range}}} | |||
| Keen-Scent-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Perfect-Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Perfect-Scent-Range}}} | |||
| Perfect-Scent-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Airsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Airsense-Range}}} | |||
| Airsense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Blindsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Blindsense-Range}}} | |||
| Blindsense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Cloudsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Cloudsense-Range}}} | |||
| Cloudsense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Lifesense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Lifesense-Range}}} | |||
| Lifesense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Mindsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Mindsense-Range}}} | |||
| Mindsense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Tremorsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Tremorsense-Range}}} | |||
| Tremorsense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Watersense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Watersense-Range}}} | |||
| Watersense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
<!-- MOVE TYPES --> | |||
<!-- VALUES: a number in feet (in increments of 5). If creature already has this move type, | |||
this value is added to their existing speed for that move type. If they do not have the | |||
move type, they gain it at the listed speed. --> | |||
| Increase-All-Existing-Moves=<onlyinclude>{{#ifeq:{{{transcludesection|Increase-All-Existing-Moves}}} | |||
| Increase-All-Existing-Moves| | |||
}}</onlyinclude> | |||
| Walk-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Walk-Speed}}} | |||
| Walk-Speed| | |||
}}</onlyinclude> | |||
| Burrowing-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Burrowing-Speed}}} | |||
| Burrowing-Speed| | |||
}}</onlyinclude> | |||
| Tunneling-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Tunneling-Speed}}} | |||
| Tunneling-Speed| | |||
}}</onlyinclude> | |||
| Earth-Glide-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Earth-Glide-Speed}}} | |||
| Earth-Glide-Speed| | |||
}}</onlyinclude> | |||
| Lesser-Climb-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Climb-Speed}}} | |||
| Lesser-Climb-Speed| | |||
}}</onlyinclude> | |||
| Greater-Climb-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Climb-Speed}}} | |||
| Greater-Climb-Speed| | |||
}}</onlyinclude> | |||
| Brachiating-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Brachiating-Speed}}} | |||
| Brachiating-Speed| | |||
}}</onlyinclude> | |||
| Vaulting-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Vaulting-Speed}}} | |||
| Vaulting-Speed| | |||
}}</onlyinclude> | |||
| Hover-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Hover-Speed}}} | |||
| Hover-Speed| | |||
}}</onlyinclude> | |||
| Lesser-Flight-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Flight-Speed}}} | |||
| Lesser-Flight-Speed| | |||
}}</onlyinclude> | |||
| Greater-Flight-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Flight-Speed}}} | |||
| Greater-Flight-Speed| | |||
}}</onlyinclude> | |||
| Lesser-Swim-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Swim-Speed}}} | |||
| Lesser-Swim-Speed| | |||
}}</onlyinclude> | |||
| Greater-Swim-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Swim-Speed}}} | |||
| Greater-Swim-Speed| | |||
}}</onlyinclude> | |||
| Jet-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Jet-Speed}}} | |||
| Jet-Speed| | |||
}}</onlyinclude> | |||
| Lesser-Teleport-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Teleport-Speed}}} | |||
| Lesser-Teleport-Speed| | |||
}}</onlyinclude> | |||
| Greater-Teleport-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Teleport-Speed}}} | |||
| Greater-Teleport-Speed| | |||
}}</onlyinclude> | |||
<!-- SPECIAL DEFENSES --> | |||
| Special-Defenses-1=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-1}}} | |||
| Special-Defenses-1| | |||
}}</onlyinclude> | |||
| Special-Defenses-2=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-2}}} | |||
| Special-Defenses-2| | |||
}}</onlyinclude> | |||
| Special-Defenses-3=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-3}}} | |||
| Special-Defenses-3| | |||
}}</onlyinclude> | |||
<!-- STRONG AGAINST --> | |||
| Strong-Against-1=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-1}}} | |||
| Strong-Against-1| | |||
}}</onlyinclude> | |||
| Strong-Against-2=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-2}}} | |||
| Strong-Against-2| | |||
}}</onlyinclude> | |||
| Strong-Against-3=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-3}}} | |||
| Strong-Against-3| | |||
}}</onlyinclude> | |||
<!-- WEAK AGAINST --> | |||
| Weak-Against-1=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-1}}} | |||
| Weak-Against-1| | |||
}}</onlyinclude> | |||
| Weak-Against-2=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-2}}} | |||
| Weak-Against-2| | |||
}}</onlyinclude> | |||
| Weak-Against-3=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-3}}} | |||
| Weak-Against-3| | |||
}}</onlyinclude> | |||
<!-- FEATS --> | |||
| Add-Feat-1=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-1}}} | |||
| Add-Feat-1| | |||
}}</onlyinclude> | |||
| Add-Feat-2=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-2}}} | |||
| Add-Feat-2| | |||
}}</onlyinclude> | |||
| Add-Feat-3=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-3}}} | |||
| Add-Feat-3| | |||
}}</onlyinclude> | |||
<!-- SKILLS --> | |||
<!-- VALUES: a whole number between -6 to 6; this is the number of CRs the skill value is adjusted by --> | |||
| Add-Skill-Acrobatics=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Acrobatics}}} | |||
| Add-Skill-Acrobatics| | |||
}}</onlyinclude> | |||
| Add-Skill-Bailiwick-Divinity=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Divinity}}} | |||
| Add-Skill-Bailiwick-Divinity| | |||
}}</onlyinclude> | |||
| Add-Skill-Bailiwick-Naturalism=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Naturalism}}} | |||
| Add-Skill-Bailiwick-Naturalism| | |||
}}</onlyinclude> | |||
| Add-Skill-Bailiwick-Reason=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Reason}}} | |||
| Add-Skill-Bailiwick-Reason| | |||
}}</onlyinclude> | |||
| Add-Skill-Bailiwick-Spellcraft=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Spellcraft}}} | |||
| Add-Skill-Bailiwick-Spellcraft| | |||
}}</onlyinclude> | |||
| Add-Skill-Bailiwick-Spycraft=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Spycraft}}} | |||
| Add-Skill-Bailiwick-Spycraft| | |||
}}</onlyinclude> | |||
| Add-Skill-Bailiwick-Warfare=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Warfare}}} | |||
| Add-Skill-Bailiwick-Warfare| | |||
}}</onlyinclude> | |||
| Add-Skill-Barter=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Barter}}} | |||
| Add-Skill-Barter| | |||
}}</onlyinclude> | |||
| Add-Skill-Bluff=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bluff}}} | |||
| Add-Skill-Bluff| 3 | |||
}}</onlyinclude> | |||
| Add-Skill-Diplomacy=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Diplomacy}}} | |||
| Add-Skill-Diplomacy| | |||
}}</onlyinclude> | |||
| Add-Skill-Disable-Device=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Disable-Device}}} | |||
| Add-Skill-Disable-Device| | |||
}}</onlyinclude> | |||
| Add-Skill-Disguise=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Disguise}}} | |||
| Add-Skill-Disguise| | |||
}}</onlyinclude> | |||
| Add-Skill-Escape-Artist=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Escape-Artist}}} | |||
| Add-Skill-Escape-Artist| | |||
}}</onlyinclude> | |||
| Add-Skill-Handle-Animal=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Handle-Animal}}} | |||
| Add-Skill-Handle-Animal| | |||
}}</onlyinclude> | |||
| Add-Skill-Heal=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Heal}}} | |||
| Add-Skill-Heal| | |||
}}</onlyinclude> | |||
| Add-Skill-Intimidate=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Intimidate}}} | |||
| Add-Skill-Intimidate| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Arcana=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Arcana}}} | |||
| Add-Skill-Knowledge-Arcana| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Deep-History=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Deep-History}}} | |||
| Add-Skill-Knowledge-Deep-History| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Dungeoneering=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Dungeoneering}}} | |||
| Add-Skill-Knowledge-Dungeoneering| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Engineering=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Engineering}}} | |||
| Add-Skill-Knowledge-Engineering| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Geography=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Geography}}} | |||
| Add-Skill-Knowledge-Geography| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-History=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-History}}} | |||
| Add-Skill-Knowledge-History| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Local=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Local}}} | |||
| Add-Skill-Knowledge-Local| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Logic=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Logic}}} | |||
| Add-Skill-Knowledge-Logic| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Nature=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Nature}}} | |||
| Add-Skill-Knowledge-Nature| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Nobility=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Nobility}}} | |||
| Add-Skill-Knowledge-Nobility| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Planes=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Planes}}} | |||
| Add-Skill-Knowledge-Planes| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Religion=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Religion}}} | |||
| Add-Skill-Knowledge-Religion| 3 | |||
}}</onlyinclude> | |||
| Add-Skill-Linguistics=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Linguistics}}} | |||
| Add-Skill-Linguistics| | |||
}}</onlyinclude> | |||
| Add-Skill-Might=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Might}}} | |||
| Add-Skill-Might| | |||
}}</onlyinclude> | |||
| Add-Skill-Movement=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Movement}}} | |||
| Add-Skill-Movement| | |||
<!-- NOTE: Monsters do not use Movement skill for initiative; they are totally separate values --> | |||
}}</onlyinclude> | |||
| Add-Skill-Perform=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Perform}}} | |||
| Add-Skill-Perform| | |||
}}</onlyinclude> | |||
| Add-Skill-Piloting=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Piloting}}} | |||
| Add-Skill-Piloting| | |||
}}</onlyinclude> | |||
| Add-Skill-Ride=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Ride}}} | |||
| Add-Skill-Ride| | |||
}}</onlyinclude> | |||
| Add-Skill-Sense-Motive=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Sense-Motive}}} | |||
| Add-Skill-Sense-Motive| 4 | |||
}}</onlyinclude> | |||
| Add-Skill-Sleight-of-Hand=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Sleight-of-Hand}}} | |||
| Add-Skill-Sleight-of-Hand| | |||
}}</onlyinclude> | |||
| Add-Skill-Stealth=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Stealth}}} | |||
| Add-Skill-Stealth| | |||
}}</onlyinclude> | |||
| Add-Skill-Survival=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Survival}}} | |||
| Add-Skill-Survival| | |||
}}</onlyinclude> | |||
| Add-Skill-Use-Magic-Device=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Use-Magic-Device}}} | |||
| Add-Skill-Use-Magic-Device| | |||
}}</onlyinclude> | |||
<!-- LANGUAGES --> | |||
| Add-Language-1=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-1}}} | |||
| Add-Language-1| | |||
}}</onlyinclude> | |||
| Add-Language-2=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-2}}} | |||
| Add-Language-2| | |||
}}</onlyinclude> | |||
| Add-Language-3=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-3}}} | |||
| Add-Language-3| | |||
}}</onlyinclude> | |||
| Add-Language-4=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-4}}} | |||
| Add-Language-4| | |||
}}</onlyinclude> | |||
<!-- SPECIAL ABILITY 1 --> | |||
| Special-Ability-1-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Name}}} | |||
| Special-Ability-1-Name| Smite Good | |||
}}</onlyinclude> | |||
| Special-Ability-1-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Type}}} | |||
| Special-Ability-1-Type| Su | |||
<!-- Values: Ex, Su, Sp; Do not leave blank if there is a special ability here --> | |||
}}</onlyinclude> | |||
| Special-Ability-1-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Action-Required}}} | |||
| Special-Ability-1-Action-Required| Swift 1/Enc | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
}}</onlyinclude> | |||
| Special-Ability-1-Concentration=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Concentration}}} | |||
| Special-Ability-1-Concentration| | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it --> | |||
}}</onlyinclude> | |||
| Special-Ability-1-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Description}}} | |||
| Special-Ability-1-Description| Once per encounter, as a swift action, a Hellish creature may choose one good-aligned creature to Smite. Once it has declared its Smite Good target, it adds a +3 bonus to melee attack rolls, and a damage bonus, against that target only, of {{Hit-Dice}} points of damage, inflicted as {{dmg|necrotic}} damage. Smite Good persists until the target is dead or the end of the encounter. | |||
}}</onlyinclude> | |||
<!-- SPECIAL ABILITY 2 --> | |||
| Special-Ability-2-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Name}}} | |||
| Special-Ability-2-Name| Malediction | |||
}}</onlyinclude> | |||
| Special-Ability-2-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Type}}} | |||
| Special-Ability-2-Type| Su | |||
<!-- Values: Ex, Su, Sp; Do not leave blank if there is a special ability here --> | |||
}}</onlyinclude> | |||
| Special-Ability-2-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Action-Required}}} | |||
| Special-Ability-2-Action-Required| Standard 1/Enc | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
}}</onlyinclude> | |||
| Special-Ability-2-Concentration=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Concentration}}} | |||
| Special-Ability-2-Concentration| | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it --> | |||
}}</onlyinclude> | |||
| Special-Ability-2-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Description}}} | |||
| Special-Ability-2-Description| Once per encounter, as a standard action, a Hellish creature may pronounce a Malediction. This is a Supernatural ability with a range of 50 feet, which requires the target to hear the Hellish creature to take effect (line of effect, but line of sight is not required). | |||
If the Malediction is directed at an Evil-aligned ally creature, it heals the creature for {{Special-Alpha-Dmg}} points of healing. | |||
If instead directed at a Good-aligned enemy creature, Malediction inflicts {{Special-Alpha-Dmg}} points of damage as {{dmg|negative energy}}, and even worse, also inflicts the [[Slandered]] condition upon the victim. Malediction allows a Will save versus a DC of {{Save-DC}}. If the save is made the damage is halved, and the condition is reduced to [[Humbled]]. | |||
}}</onlyinclude> | |||
<!-- SPECIAL ABILITY 3 --> | |||
| Special-Ability-3-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Name}}} | |||
| Special-Ability-3-Name| | |||
}}</onlyinclude> | |||
| Special-Ability-3-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Type}}} | |||
| Special-Ability-3-Type| | |||
<!-- Values: Ex, Su, Sp; Do not leave blank if there is a special ability here --> | |||
}}</onlyinclude> | |||
| Special-Ability-3-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Action-Required}}} | |||
| Special-Ability-3-Action-Required| | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
}}</onlyinclude> | |||
| Special-Ability-3-Concentration=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Concentration}}} | |||
| Special-Ability-3-Concentration| | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it --> | |||
}}</onlyinclude> | |||
| Special-Ability-3-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Description}}} | |||
| Special-Ability-3-Description| | |||
}}</onlyinclude> | |||
}} |
Latest revision as of 15:01, 15 May 2022
Hellish Creature Pattern (+2 CR)
- Alignment: changes to Pure Evil
- Subtype: add Hellish to subtypes
Hellish Creature is a stronger variant of the Fiendish pattern, and has all of the features of the Fiendish pattern plus their terrible Malediction power. A Fiendish creature is assumed to be tainted by some dire evil bloodline at some point in their past. A Hellish creature has the same evil stain, but it is much stronger, and their is much more Fiendish power in their bloodline. Hellish creatures are thus even more nasty than their Fiendish cousins. They can be used in all cases suitable for Fiendish creatures that need a little more oomph. For example, a tribe of Fiendish Ogres may have all their tribal leaders with a Hellish pattern. Similarly, a demon-worshiping cult may grant the Fiendish pattern to their lower-level members, while the especially favored ones are granted the Hellish pattern. Devils granting wishes may grant the Fiendish or Hellish pattern to their bargainers, Dark Gods may grant Hellish to their worshipers/victims, etc. This pattern can also be used to represent membership in evil cults, and can be used to add some 'heft' and variety to murderous cultists, worshippers of dark, evil gods, and the like.
This creature has obviously sold whatever was left of its soul to truly evil powers. Who knows what dangerous powers it got for that awful bargain?
General
- Init: +2 CRs greater than base creature.
- Ambush Chance: -2 (better at ambushes)
- Senses:
- Perception: +2 CRs greater than base creature.
- Movement Types:
Defense
- AC: +1 CRs greater than base creature.
- Maneuver Defense: +2 CRs greater than base creature.
- Hit Points: +3 CRs greater than base creature.
- Fort: +1 CRs greater than base creature.
- Will: +1 CRs greater than base creature.
- Special Defenses:
- Strong Against:
- Weak Against:
Offense
- Space / Reach: - / -
- To-Hits: +2 CRs greater than base creature.
- Damage: +2 CRs greater than base creature.
- Save DC's: +2 CRs greater than base creature.
Statistics
- Str: 8 Dex: 6 Con: 4 Int: 4 Wis: 6 Cha: 8
- Feats:
- Skills:
- creature adds +3 CRs to its Bluff skill.
- creature adds +3 CRs to its Knowledge (Religion) skill.
- creature adds +4 CRs to its Sense Motive skill.
- Languages:
Special Abilities
Smite Good (Su; Hellish Creature Pattern)
Once per encounter, as a swift action, a Hellish creature may choose one good-aligned creature to Smite. Once it has declared its Smite Good target, it adds a +3 bonus to melee attack rolls, and a damage bonus, against that target only, of 2 points of damage, inflicted as necrotic (energy, uncommon) damage. Smite Good persists until the target is dead or the end of the encounter.Malediction (Su; Hellish Creature Pattern)
Once per encounter, as a standard action, a Hellish creature may pronounce a Malediction. This is a Supernatural ability with a range of 50 feet, which requires the target to hear the Hellish creature to take effect (line of effect, but line of sight is not required).If the Malediction is directed at an Evil-aligned ally creature, it heals the creature for 1d6 points of healing.
If instead directed at a Good-aligned enemy creature, Malediction inflicts 1d6 points of damage as negative energy (energy, uncommon), and even worse, also inflicts the Slandered condition upon the victim. Malediction allows a Will save versus a DC of 14. If the save is made the damage is halved, and the condition is reduced to Humbled.