Unkind Creature
'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.
Unkind Creature Pattern (+3 CR)
- Subtype: add Unkind to subtypes
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 is a subtle Pattern, but is powerful and dangerous in tis effects. Unkind creatures can represent some dark coven of witches at work in a community, or the effects of some ancient burial ground, or the silent, haunted ruins of some ancient, awful society. A vast graveyard may be haunted by Unkind Specters, or some awful alchemical mistake may have invested the water supply in the sewers of a city. Evil cultists are a good place where Unkind curses can take root, and Unkind Vampire Thralls are oddly appropriate, as if those doomed souls needed anything worse.
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.
The Curse, the Evil Eye, Hexes and Hoodoos, all those things can be represented by Unkind Creatures, and bold GM's can find many ways to work this Pattern into their stories.
This creature looks haggard and drawn, as if suffering from some awful malady...that it is willing to share with you.
General
- Init: +1 CRs greater than base creature.
- Senses:
- Perception: +3 CRs greater than base creature.
- Movement Types:
Defense
- AC: +3 CRs greater than base creature.
- Maneuver Defense: +2 CRs greater than base creature.
- Hit Points: +2 CRs greater than base creature.
- Special Defenses:
- Strong Against:
- Weak Against:
Offense
- Space / Reach: - / -
- To-Hits: +3 CRs greater than base creature.
- Damage: +3 CRs greater than base creature.
- Maneuver Offense: +2 CRs greater than base creature.
- Save DC's: +3 CRs greater than base creature.
Statistics
- Str: Dex: Con: Int: Wis: Cha:
- Feats:
- Skills:
- creature adds +2 CRs to all of its existing skills.
- Languages:
Special Abilities
Evil Eye (Su; Unkind Creature Pattern)
Up to once per round, as a swift action, an Unkind Creature may inflict the Jinxed status upon a foe they choose, as long as they are within 2 squares of their space. 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 DC of 14 in order to negate the effect. Also see Inevitable Doom, below.Cursed Blow (Su; Unkind Creature Pattern)
Up to once per encounter, as a free action, an Unkind Creature 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 DC of 14 to reduce the Hex to Jinxed, but see Inevitable Doom, below.Inevitable Doom (Su; Unkind Creature Pattern)
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, and the creature suffers 1d6 points as necrotic (energy, uncommon) damage, as the power of the curse shrieks out of their bodies, tearing at their very life force as it does so.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.