Posted on 1 Comment

Eldritch Template and Eldritch Drow Witch

eldritch template - aboleth__thomas_mahonEldritch 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 DiceResist Acid & ColdDR

SR: The creature gains spell resistance equal to the creature’s new CR +5.
Special Qualities
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!]


Drow-Female-RogueELDRITCH DROW WITCH     CR 7
XP 3,200
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)
4th—black tentacles
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
Patron insanity
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.

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.

Posted on 1 Comment

Maddening May: Dark Scion Template

shoggoth_lineart__matt_bulahaoDark Scions
Touched (or consumed) by the ancient entities that dwell between the stars or in strange congruent dimensions, dark scions are similar to half-fiends or half-dragons. The template can also be used to represent “unique” boss monsters or servants of Great Old Ones, and the creature’s appearance can have very little to do with that of the base creature. Children of and servants to madness, these beings sometimes gather cults around themselves to pursue their agendas. Others, unhinged and alone, seek powerful magic to open a gateway back “home”.

This horrific creature is the size of a horse, with the staring eyes and hooked beak of a squid, and fan-like wings that seem more insectile than reptilian. Its black fur bears the reflective gloss of strange oils. Various vents along its chest whistle and shriek as it exerts itself.

Dark Scion Hiracosphynx     CR 7
XP 2,800
CE Large outsider (native)
Init+2; Senses darkvision 60 ft., blindsight 20 ft; low-light vision; Perception +14
AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, -1 size)
hp 76 (8d10+32)
Fort +10, Ref +8, Will +5
DR 5/magic; Resist acid 10, cold 10, sonic 10; Immune poison, fear
Speed 30 ft., climb 30 ft, swim 30 ft, fly 60 ft. (poor), starflight
Melee bite +12 (1d10+5), 2 claws +12 (1d8+5)
Space 10 ft.; Reach 5 ft. (10 ft. with tentacles)
Special Attacks pounce, shriek
Spell-like Abilities (CL 8th; concentration +9)
     3/day—blur, lesser confusion (DC 13)
     1/day—call the void, touch of idiocy (DC 16), black tentacles
Str 21, Dex 14, Con 19, Int 6, Wis 17, Cha 14
Base Atk +8; CMB +14; CMD 26 (30 vs. trip)
Feats Cleave, Flyby Attack, Power Attack, Ability Focus (touch of idiocy), Improved Natural Attack (claws)
Skills Fly +3, Perception +14, Sense Motive +11, Knowledge (arcana) +6, Stealth +8; Racial Modifiers +4 Perception, +4 Disguise
Languages Sphinx, Aklo
SQ Alternate form, no breath
Shriek (Su) The shrill shriek of a hieracosphinx deafens non-sphinxes within a 60-foot-radius spread for 2d4 rounds (DC 18 Fort negates). Once a creature successfully saves against this effect, it is immune to the hieracosphinx’s shriek for 24 hours. Using this ability is a standard action. The save DC is Constitution-based.
Alternate Form (Su) cure serious wounds(3d8+8 hp), fear DC 16, 4 tentacles +7 (1d6+2).

A dark scion hiracosphynx is an agent of unknown powers. It is driven to seek out vaults and ruins containing forbidden or dangerous knowledge and disseminate it where it can cause the greatest amount of harm. In particular, it is known for lurking at sites of great significance in the manner of more intelligent sphinxes


Creating a Dark Scion
Dark scion” is an inherited or acquired template that can be added to any living, corporeal creature with an Intelligence score of 4 or more. A dark scion uses all the base creature’s statistics and special abilities except as noted here.

Image_Portfolio_102_Fantasy Jason Walton 40CR: HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.
Alignment: Any evil
Type: The creature’s type changes to outsider (native). Do not recalculate HD, BAB, or saves.
Armor Class: Natural armor improves by +2
Defenses/Qualities: Gains darkvision 60 ft, blindsight 20 ft; immunity to poison and fear; acid, sonic, and cold resistance 10; DR 5 magic (if 11 HD or less) or 10/magic (if HD 12 or more); and SR equal to creature’s CR +11 (maximum 35).
Speed: A dark scion gains a climb and swim speed equal to its base land speed.
Melee: The dark scion without any natural attacks gains two tentacle attacks based on its size (1d6 for a medium creature). The dark scion counts as a “tall” creature for the purposes of the reach of these tentacles. A dark scion’s melee attacks function as magical weapons. A dark scion with a natural attack gains Improved Natural Attack as a bonus feat.

Special Attacks
Spell-like Abilities (Sp): A dark scion with an Intelligence or Wisdom score of 8 or higher has a cumulative number of spell-like abilities set by its HD. Unless otherwise noted, these spell-like abilities are usable 1/day. CL equals the creature’s HD (or the CL of the base creature’s spell-like abilities, whichever is higher).

1 to 2blur 3/day
3 to 4touch of idiocy
5 to 6call the void, lesser confusion 3/day
7 to 8black tentacles
9 to 10greater invisibility
11 to 12summon monster VI (1d3 advanced gricks)
13 to 14ethereal jaunt 3/day
15 to 16caustic eruption
17 to 18mass suffocation
19 to 20implosion

Blessing of the Dark Tapestry (Su): A dark scion with 10 HD or more gains a unique ability granted by its dark masters. Chose one of the following, or invent your own.
          Aneurysm: The target takes 1d4 damage (plus 1d4 for every 3 HD possessed by the dark scion) from ruptured nervous tissue (no save).
         Horrific Death: The dark scion gains the ferocity special ability, and its tentacles deal an additional 1d6 acid damage. When it is first reduced to negative hit points, creatures within its threatened area take 1d8 acid damage for every two hit dice the dark scion possesses (Reflex for half). While at negative hit points, the dark scion gains an insight bonus equal to its Charisma modifier on attack rolls and damage rolls. When it finally dies, the dark scion dissolves into a pool of unidentifiable goo.
          Strangle: The target is staggered for 1 round (Fortitude negates).
          Tentacular: The dark scion’s tentacle attacks gain the grab special ability, and it gains constrict. A creature that takes constrict damage from a dark scion also takes 1 point of Wisdom damage. The dark scion gains Multiattack and Combat Reflexes as bonus feats.
           Thralldom: The target is dominated for one round (Will negates). A creature that successfully saves is immune to this effect for 1 hour. This is a mind-affecting effect.
           Whispers from the Void: As a free action, a dark scion may make mental contact with a creature within range of its telepathy. The dark scion may only maintain one mental link at a time. As long as this contact is maintained, the dark scion may spend a swift action to attempt one of the following psychic attacks. The save DC for any of these abilities is equal to 10 + ½ the dark scion’s hit dice + the dark scion’s Charisma modifier.

Special Qualities
Alternate Form (Ex): A dark scion’s appearance only hints at its terrible true form. Once per day as a swift action after it has been reduced to half its total hit points, a dark scion may assume its true form, generally an unspeakable mass of tentacles.
Upon assuming its true form:

  • the dark scion is subject to an instantaneous cure spell (HD 4 or less, cure moderate wounds; HD 5 to 10, cure serious wounds; HD 11 or more, cure critical wounds; caster level equal to the dark scion’s HD).
  • creatures witnessing the transformation must make a Will save (DC 10 + ½ the dark scion’s hit dice + dark scion’s Charisma modifier) or take 1d6 Wisdom damage and be rendered shaken for 1 hour. On a successful save the creature takes 1 Wisdom damage and is shaken for 1d6 rounds. This is a mind-affecting fear effect, though creatures immune to fear are still subject to taking Wisdom damage.

When in this form, the dark scion:

  • gains 4 tentacle attacks (damage based on size, 1d4 for a Medium creature, +5 foot reach for tentacle attacks)
  • has no discernible anatomy, making it immune to critical hits and precision-based damage (such as sneak attack).

Starflight (Ex): If the base creature has a fly speed, the dark scion gains starflight; it can survive in the void of outer space. The creature flies at its normal fly speed; travel between worlds takes centuries (time matters not to such beings).

Telepathy (Ex): A dark scion gains telepathy to a range of 30 feet.

Abilities: A dark scion gains a +4 bonus to Constitution and Charisma, and a +2 bonus to Strength and Wisdom.

Skills: A dark scion with racial HD has skill points per racial HD equal to 6 + Intelligence modifier. Racial class skills are unchanged, and class level skill ranks are unaffected. A dark scion has a +4 racial bonus to Disguise checks to appear to be a barely-normal specimen of the base creature.

Languages: Dark scions speak Aklo as well as any languages spoken by the base creature.

[Submitted by Jared Jeanquart!]