Hellish Creature: Difference between revisions

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| 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).   
| 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-Swift-Dmg}} points of healing.
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]].
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]].
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'''Hellish Creature''' is a pattern that can be added to any creature, subject to DM approval.  Hellish 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.
A Hellish 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.  Its Type remains the same but it gains the subtype Hellish.
== Initiative Modifier ==
The creature's initiative modifier increases by +3.
== Senses ==
All senses such as scent, tremorsense, keen hearing, etc. are unchanged.
== Armor Class ==
Hellish Creatures gain +1 AC. 
== Hit Dice ==
No changes.
== Defensive Ability ==
A Hellish 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 Hellish Creature gains ER against fire, sonic, and electricity equal to its adjusted CR.  It also gains DR/good equal to its adjusted CR.
=== Immunities ===
Same as the base creature, except any keywords of good are changed to evil and vice versa.
=== Weaknesses ===
Same as Base Creature.
==Out of Combat==
Same as base creature, only worse. If applied to a nice or good creature, all positive or redeeming features are now the opposite, and really terrible, to boot.
== Speed ==
A Hellish Creature's base speed improves by ten feet in all movement categories it has.
== Melee Attacks ==
A Hellish Creature retains all the base creature's attacks .
== Damage ==
No changes.
== Space and Reach ==
No changes.
== Offensive Ability ==
A Hellish Creature gains the following abilities, which may be added to their Bestiary entry:
=== Smite Good (Su) ===
Once per encounter, as a swift action, a Hellish creature may choose one good-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 Hellish creature rests.
=== Malediction (Su) ===
Once per encounter, as a swift 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 not line of sight is required). 
If the Malediction is directed at an Evil-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 a Good-aligned enemy creature, Malediction inflicts Special Alpha Damage (as {{dmg|negative energy}}) for the monster's ''adjusted'' CR. Check the [[Monster Pattern Damage Chart]] to calculate this value. Malediction also inflicts the [[Slandered]] condition upon the victim.  Malediction 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 antagonized condition is reduced to [[Humbled]].
== Ability Scores ==
No changes.
== Maneuver Offense and Maneuver Defense ==
+2 bonus to Maneuver Offense and Maneuver Defense.
== Feats ==
None, or you may add one for flavor, i.e., by DM fiat.  So much fun, DM fiat...
== Skills ==
Sense Motive, CR+10.  This is useful for detecting targets for their Smite Good attack, if they have no other way of identifying a suitable victim (''detect alignment'', the PC who is smiting it, the PC with a halo and a sign that reads "I'm Good," etc.).  Note that also makes summoning Hellish creatures for enlightened purposes a bit of a challenge if they figure out what you're doing...
==Combat Tactics==
Hellish creatures will typically use their base creature abilities as noted. In addition, they will choose a Smite target, and then pronounce Maledictions on that target to force them to fight the Hellish Creature and not switch targets away from their active Smite. If they do not have a Smite target yet and their allies are injured, they will pronounce Maledictions to heal their allies, or, pronounce Maledictions on enemy spell casters and ranged attackers.

Latest revision as of 15:01, 15 May 2022

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

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:
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.