Entropic Creature

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

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:
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...