Entropic Creature
Entropic Creature Pattern (+1 CR)
- Alignment: changes to True Chaotic
- Subtype: add Chaotic to subtypes
Entropic Creature is a pattern that can be added to any creature that is a Chaotic variant of a base creature. Free-spirited Trolls, wandering Fire Giants, and wide-scattered Orcs can all be represented by this pattern. This pattern can also be used to represent membership in chaos cults, and can be used to add some 'heft' and variety to lunatic cultists, worshippers of mad gods, and the like.
This creature's demeanor shows complete disregard for laws and rules.
General
- Init: +1 CRs greater than base creature.
- Senses:
- Movement Types:
Defense
- Special Defenses:
- Strong Against:
- Weak Against:
Offense
- Space / Reach: - / -
- To-Hits: +1 CRs greater than base creature.
Statistics
- Str: Dex: Con: Int: Wis: Cha:
- Feats:
- Skills:
- creature adds +3 CRs to its Sense Motive skill.
- Languages:
Special Abilities
Smite Order (Su; Entropic Creature Pattern)
Once per encounter, as a swift action, an Entropic creature may choose one lawful-aligned creature to Smite. Once it has declared its Smite Order 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 scouring (energy, uncommon) damage. Smite Order persists until the target is dead or the end of the encounter.
Entropic Creature is a pattern that can be added to any creature that is a Chaotic variant of a base creature. Free-spirited Trolls, wandering Fire Giants, and wide-scattered Orcs can all be represented by this pattern.
An Entropic Creature uses all of the base creature's statistics and abilities except as noted below.
CR (challenge rating)
Same as base creature +1.
Size and Type
The creature's Size does not change. Its Type remains the same but it gains the subtype Chaotic.
Initiative Modifier
The creature's initiative modifier increases by +1.
Senses
All senses such as scent, tremorsense, keen hearing, etc. are unchanged.
Armor Class
No changes.
Hit Dice
No changes.
Defensive Ability
An Entropic 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 Entropic Creature gains ER/- equal to half its adjusted CR. It also gains DR/lawful equal to its CR.
It gains a +4 bonus to all saving throws.
Immunities
Same as the base creature, except any keywords of evil or good are changed to lawful.
Weaknesses
Same as Base Creature.
Out of Combat
Same as base creature, except utterly, completely fluid. They have no heirarchy of social status, seem to have no discernable schedule or rules, love unique clothes and possessions, and ignore the strictures of law.
Speed
An Entropic Creature's base speed improves by ten feet in all movement categories it has.
Melee Attacks
An Entropic Creature retains all the base creature's attacks .
Damage
No change.
Space and Reach
No Changes.
Offensive Ability
An Entropic Creature gains the following abilities, which may be added to their Bestiary entry:
Smite Law (Su)
Once per encounter, as a swift action, an Entropic creature may choose one non-chaos-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 adjusted Hit Dice. Smite persists until the target is dead or the Entropic creature rests.
Ability Scores
No changes.
Maneuver Offense and Maneuver Defense
+1 bonus to Maneuver Offense and Maneuver Defense.
Feats
Skills
Sense Motive, CR+8. This is useful for detecting targets for their Smite Law attack, if they have no other way of identifying a suitable victim (detect alignment, the PC with an emergency backup pole and a sign that reads "I'm Lawful," etc.). Note that this also make summoning Entropic creatures for lawful purposes a bit of a challenge if they figure out what you're doing...