Unkind Creature

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'Unkind Creature' is a pattern meant to represent creatures with the Evil Eye, or some kind of a Doom that follows them. Unkind Creatures inflict bad luck on their victims, and the worse the luck grows, the more fated their victory.

Unkind Creatures can be extremely dangerous to those who cannot resist their ill fortune, spreading misery and woe, and even if they are defeated, the victors are often left cursed, as the miasma of misery they spread clings and persists.

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

CR (challenge rating)

Same as base creature +3.

Size and Type

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

Initiative Modifier

The creature's initiative modifier increases by +1.

Senses

All senses such as scent, tremorsense, keen hearing, etc are unchanged. An Unkind Creature gains +4 on Perception skill rolls.

Armor Class

Unkind Creatures gain +2 AC.

Hit Dice

Unkind Creatures gain +2 hp per Hit Die of their adjusted CR.

Defensive Ability

The Unkind 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: Same as Base Creature

  • Unkinds gain a +1 untyped bonus on all Saving Throws.

Immunities: Same as Base Creature.

Weaknesses: Same as Base Creature

Out of Combat

Same as Base Creature.

Speed

Same as Base Creature

Melee Attacks

An Unkind Creature retains all the base creature's attacks . It gains a +3 untyped bonus to-hit with all attacks.

Damage

An Unkind Creature does the same damage and effects as the base creature. It gains a +2 untyped bonus to all damage it inflicts, and all DC's are raised by +3.

Space and Reach

No Changes.

Offensive Ability

Unkind Fate (Su)

Unkind Creatures are suffused with woeful power, their bad luck infesting their enemies and often lingering far longer than the Unkind did.

  • Cursed Blow (Su)

Once per encounter, as a free action, an Unkind may inflict Hexed upon an enemy creature after they have struck it with any melee attack. A given enemy may only suffer this effect once each round, and so the Unkind tend to 'spread out' their melee attacks. This ability allows a Will save versus a Hard 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, to reduce the Hex to Jinxed, but see Grasping Doom, below.

  • Evil Eye (Su)

Once per round as a swift action, an Unkind may inflict the Jinxed status upon a foe they choose, as long as they are within ten feet plus ten feet per ten CR's of their space, dropping fractions (10 feet to 40 feet). To use this Jinx they must have line of sight and line of effect to their victims, and any victim can only be affected by this Evil Eye once per round, no matter how many Unkind use it on them. As a result, the Unkind spread this awful glare widely among their foes. This ability allows a Will save versus a Hard 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, to negate the Hex. Also see Grasping Doom, below.

  • Grasping Doom (Su)

If a victim is already suffering from Jinxed when legally affected by Cursed Blow or Evil Eye, then their condition is automatically raised to Hexed. If a victim is already suffering from Hexed when legally affected by Cursed Blow or Evil Eye, then their condition is automatically raised to Cursed. If a victim is Cursed when legally affected by Cursed Blow or Evil Eye, then the condition is removed without harm...although why would an Unkind Creature willingly do that?


Ability Scores

No changes.

Maneuver Offense and Maneuver Defense

An Unkind Creature gains a +2 untyped bonus to Maneuver Offense and Maneuver Defense rolls.

Feats

Optionally, add one non-combat oriented feat, for flavor. Or just wing it! DM fiat is a wonderful thing.

Skills

Optionally, add one skill at CR+10.