Eldritch Template (+1 CR)
Creatures with the eldritch template dwell on worlds inimical to sane life or in the dark places between the stars. Any resemblance to normal creatures is either cosmic coincidence or a sign of a sinister agenda. Creatures exposed to strange energies or ancient rites might also gain the qualities of the eldritch template. If a summoned creature would have the fiendish or celestial template, it could instead gain the eldritch template, though the secrets to calling such creatures are usually in the hands of cults and madmen.
An eldritch creature’s quick and rebuild rules are the same.
Senses: The creature gains darkvision 60 feet.
Defensive Abilities: The creature gains resistances and damage reduction based on its hit dice.
|Hit Dice||Resist Acid & Cold||DR|
SR: The creature gains spell resistance equal to the creature’s new CR +5.
Ferocity (Ex): An eldritch creature continues to fight even when reduced to negative hit points.
Voidborn (Ex): An eldritch creature can exist safely in the void of space or similar hostile conditions.
Horrific Death (Ex): When an eldritch creature is first reduced to negative hit points, creatures within its reach take 1d6+(creature’s HD) acid damage. While at negative hit points, the creature gains an insight bonus equal to its Charisma modifier on attack rolls and adds a bonus to all damage equal to its hit dice. When it finally dies, the eldritch creature dissolves into a pool of unidentifiable goo.
[Submitted by Jared Jeanquart!]
ELDRITCH DROW WITCH CR 7
Female or Male drow witch 7 (eldritch template)
CE Medium humanoid (drow, elf)
Init +3; Senses darkvision 120 ft.; Perception +8
AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +3 Dex)
hp 38 (7d6+14)
Fort +3, Ref +5, Will +4; +2 vs enchantment spells
DR 5/magic; Immune magic sleep effects; Resist acid 10, cold 10; SR 13
Weaknesses light blindness
Speed 30 ft.
Melee mwk shortsword +4 (1d6, Crit 19-20/x2)
Ranged mwk hand crossbow +7 (1d4 plus quasit poison, Crit 19-20/x2, Range 30 ft.)
Special Attacks hex (standard action, DC 16 Will save; see special abilities)
Spell-Like Abilities (CL 7th; concentration +9)
at will—feather fall
1/day—dancing lights, darkness, faerie fire
Witch Spells Prepared (CL 7th; concentration +10)
3rd—bestow curse, cup of dust, silent blindness/deafness; distracting cacophony
2nd—blindness/deafness, cure moderate wounds, silent charm person, touch of idiocy; hideous laughter, levitate
1st—burning hands, command x2, mage armor (already cast), ray of enfeeblement; memory lapse
0th—bleed, detect magic, detect poison, touch of fatigue
Str 10, Dex 16, Con 11, Int 16, Wis 8, Cha 14
Base Atk +3; CMB +3; CMD 16
Feats Combat Casting, Improved Familiar (quasit), Silent Spell, Toughness
Skills Bluff +7, Fly +8, Knowledge (planes) +8, Perception +8, Sense Motive +2, Spellcraft +10, Stealth +10, Survival +2, Swim +4, Use Magic Device +7; Racial Modifiers +2 Perception, +4 Swim
Languages Aklo, Elven, Undercommon
SQ Cantrips, ferocity, horrific death, keen senses, poison use, weapon familiarity (hand crossbow, rapier, shortsword), witch’s familiar, voidborn
Gear masterwork hand crossbow (8 poisoned bolts), masterwork shortsword, ring of protection +1, potions of cure moderate wounds (2), potions of invisibility (2)
Cackle Hex (Su) An eldritch drow witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Evil Eye Hex (Su) The eldritch drow witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for 6 rounds. A DC 16 Will save reduces this to just 1 round. This is a mind-affecting effect.
Flight Hex (Su) The eldritch drow witch gains a +4 racial bonus on Swim checks. She can fly, as per the spell, for 7 minutes per day. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
Misfortune Hex (Su) The eldritch drow witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A DC 16 Will save negates this hex. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Horrific Death (Ex) When an eldritch drow witch is first reduced to negative hit points, creatures within its reach take 1d6+7 acid damage. While at negative hit points, the eldritch drow witch gains a +2 insight bonus on attack rolls and adds a +7 insight bonus to all damage. When it finally dies, the eldritch creature dissolves into a pool of unidentifiable goo.
ELDRITCH QUASIT FAMILIAR CR —
CE Tiny outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +7
AC 20, touch 14, flat-footed 18 (+2 Dex, +6 natural, +2 size)
hp 17 (7 HD); fast healing 2
Fort +1, Ref +5, Will +9
DR 5/magic cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 12
Speed 20 ft., fly 50 ft. (perfect)
Melee 2 claws +7 (1d3–1 plus poison), bite +7 (1d4–1)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)
At will—detect good, detect magic, invisibility (self only)
1/day—cause fear (30-foot radius, DC 11)
1/week—commune (six questions)
Str 8, Dex 14, Con 11, Int 11, Wis12, Cha 11
Base Atk +3; CMB +0; CMD 12
Feats Improved Initiative, Weapon Finesse
Skills Bluff +8, Fly +20, Intimidate +6, Knowledge (planes) +6, Perception +7, Sense Motive +4, Stealth +16
Languages Abyssal, Common; telepathy (touch)
SQ Alertness, change shape (bat, Small centipede; polymorph), deliver touch spells, empathic link, ferocity, horrific death, improved evasion, voidborn
Horrific Death (Ex)When an eldritch drow witch’s familiar is first reduced to negative hit points, creatures within 5 feet take 1d6+7 acid damage. While at negative hit points, the eldritch drow witch’s familiar gains a +2 insight bonus on attack rolls and adds a +7 insight bonus to all damage. When it finally dies, the eldritch creature dissolves into a pool of unidentifiable goo.
Poison (Ex) Claw—injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves. The DC includes a +2 racial bonus.