Empyreal Creature

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

Empyreal Creature Pattern (+2 CR)

Alignment: changes to Lawful Good


'Empyreal Creature' is a pattern that can be added to any creature, subject to DM approval. Empyreal is a stronger variant of the "Celestial" pattern, and has all of the features of the Celestial pattern plus their glorious Benediction power. A Celestial creature is assumed to be blessed by some high good bloodline at some point in their past. An Empyreal creature has the same blessing, but it is much stronger, and there is much more Celestial power in their bloodline. Empyreal creatures are thus even more saintly than their Celestial cousins. Can be used in all cases in the same ways as Celestial, except with more 'oomph'. A good caster may be able to summon Empyreal Creatures if they are pure enough, and such creatures are surely exemplars of goodness, no matter what their base creatures may be like on the Prime Material!

This impressively powerful creature seems to be elevated by some kind of dangerous celestial might.

General

Init: +2 CRs greater than base creature.
Senses:
Movement Types:

Defense

Hit Points: +1 CRs greater than base creature.
Fort: +1 CRs greater than base creature.
Refl: +1 CRs greater than base creature.
Will: +1 CRs greater than base creature.
Special Defenses:
Strong Against:
Weak Against:

Offense

Space / Reach: - / -

Statistics

Str: 6    Dex: 6    Con: 6    Int: 6    Wis: 6    Cha: 6
Feats:
Skills:
Languages:

Special Abilities

Smite Evil (Su; Empyreal Creature Pattern)

Once per encounter, as a swift action, an Empyreal creature may choose one evil-aligned creature to Smite. Once it has declared its Smite target, it adds a +3 bonus to melee attack rolls, and a damage bonus against that target only equal to its Hit Dice. Smite persists until the target is dead or the end of the encounter.

Benediction (Su; Empyreal Creature Pattern)

Once per encounter, as a swift action, an Empyreal creature may pronounce a Benediction upon a single creature within 50 feet of its space to whom it has line of effect and line of sight. If this is targeted at a Good-aligned, ally creature, then it heals that target for a number of hit points equal to 1d3. If this is targeted at an Evil-aligned enemy creature, it instead inflicts 1d6 points of radiant (energy, uncommon) damage. A Will save against a DC of 14 will reduce this damage by half.



'Empyreal Creature' is a pattern that can be added to any creature, subject to DM approval. Empyreal is a stronger variant of the "Celestial" pattern, and has all of the features of the Celestial pattern plus their glorious Benediction power. A Celestial creature is assumed to be blessed by some high good bloodline at some point in their past. An Empyreal creature has the same blessing, but it is much stronger, and there is much more Celestial power in their bloodline. Empyreal creatures are thus even more saintly than their Celestial cousins. Can be used in all cases in the same ways as Celestial, except with more 'oomph'. A good caster may be able to summon Empyreal Creatures if they are pure enough, and such creatures are surely exemplars of goodness, no matter what their base creatures may be like on the Prime Material!

An Empyreal Creature uses all of the base creature's statistics and abilities except as noted below.

CR (challenge rating)

Same as base creature +2.

Size and Type

The creature's Size does not change. It's Type remains the same but it gains the subtype Empyreal.

Initiative Modifier

The creature's initiative modifier increases by +3.

Senses

All senses such as scent, tremorsense, keen hearing, etc are unchanged.

Armor Class

Empyreal Creatures gain +2 AC.

Hit Dice

No changes.

Defensive Ability

An Empyreal 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 Empyreal Creature gains ER Cold, Acid, and Electricity equal to its adjusted CR. It also gains DR/evil equal to its adjusted CR.

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

Weaknesses: Same as Base Creature

Out of Combat

Same as base creature, except reversed in morality. If it used to revel in horror and blood, it now revels in good deeds and kindness, etc.

Speed

An Empyreal Creature's base speed improves by ten feet in all movement categories it has.

Melee Attacks

An Empyreal Creature retains all the base creature's attacks .

Damage

No changes.

Space and Reach

No Changes.

Offensive Ability

An Empyreal Creature gains the following abilities, which may be added to their Bestiary entry:

Smite Evil(Su)

Once per day, as a swift action, an Empyreal creature may choose one Evil-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 (based on its adjusted CR) . Smite persists until the target is dead or the Empyreal creature rests.

Benediction(Su)

Once per encounter, as a swift action, an Empyreal creature may pronounce a Benediction. This is a Supernatural ability with a range of 50 feet, which requires the target to hear the Empyreal creature to take effect(line of effect but not line of sight is required). If the Benediction is directed at a Good-aligned ally creature, it heals the creature for a value equal to its Special Swift Damage for the monster's adjusted CR. Check the Monster Pattern Damage Chart to calculate this value.

If instead directed at an Evil-aligned enemy creature, Benediction inflicts Special Alpha Damage (as positive energy (energy, uncommon)) for the monster's adjusted CR. Check the Monster Pattern Damage Chart to calculate this value. Benediction also inflicts the Withered condition upon the victim. Benediction allows a Will save versus an Average DC for the monster's adjusted CR (challenge rating) taken from the Save DC chart, or, the same DC as the monster's adjusted save DC. If the save is made the damage is halved, and the withered condition is reduced to Weakened.

Ability Scores

No changes.

Maneuver Offense and Maneuver Defense

+2 untyped bonuse to Maneuver Offense and Maneuver Defense.

Feats

None, or add 1 as chosen by the DM. Try and pick stuff that makes things interesting!


Skills

Sense Motive, CR+10, for use with Smite Evil, above. Note that also makes summoning Empyreal creatures for wicked purposes a bit of a challenge....

Combat Tactics

Empyreal creatures will typically use their base creature abilities as noted. In addition, they will choose a Smite target, and then pronounce Benedictions on other targets that are threatening allies, in an attempt to weaken their attacks and send Evil down in wretched defeat. If their allies are injured, they will pronounce Benedictions to heal their allies, or, pronounce Benedictions on enemy spell casters and ranged attackers, seeking to weaken their attacks.