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Terrors: Evil Psionic Outsiders
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<blockquote data-quote="Evil Josef" data-source="post: 114627" data-attributes="member: 3002"><p><strong>Terrible Creature Template</strong></p><p></p><p><span style="font-size: 15px">Terrible Creatures</span></p><p></p><p>Terrors have a horrific way of reproducing. While they have been known to mine the material from their home planes for making new terrors, their much preferred method is to infect an already living creature with their essence, subverting it to their dark race. These horrible 'children' abandon their previous lifes, quickly turning on former friends and lusting only for fear and desecration.</p><p></p><p>Terrible creatures that are not immediately given a task by their 'creator' are set lose on the Prime Material Plane, where they make their homes in dark, isolated places, far from prying eyes. There they sit and wait, planning and plotting on how to subvert the mood of the surrounding territory over to despair and horror. Those of less intelligence simply wander their turf, subjecting every creature they encounter to their animal hunger for fear. Whatever their mental faculties, they are bonded to the terror that spawned them, and forever serve their whims.</p><p></p><p>Often, the hair of terrible creatures falls out or turns grey, and their skin takes on a deathly pallor. Their veins rise up against their skin, lacing their flesh with tendrils of inkly black blood. Their eyes glaze over and turn a shocking blue or dull grey.</p><p></p><p><strong>CREATING A TERRIBLE CREATURE</strong></p><p></p><p>"Terrible" is a template that can be added to any corporeal creature (referred to hereafter as the "base creature"). The creature's type changes to "outsider". It uses all the base creature's statistics and special abilities except as noted here.</p><p><strong>AC:</strong> Natural armor improves by +1.</p><p><strong>Attacks:</strong> A terrible creature gains bite and claw attacks in addition to the base creature's attacks, if they did not have them already. This is determined in the same manner as a half-fiend's attacks (pg. 215, MM).</p><p><strong>Special Attacks:</strong> A terrible creature retains all the special attacks of the base creature. Terrible creatures with an Intelligence or Wisdom score of 8 or higher possess the following spell-like abilities and psionics, using their level as the caster or manifestor level, as specificed by the list below. Unless otherwise indicated, the ability is usable once per day.</p><p></p><ul> <li data-xf-list-type="ul"> <strong>Level - Abilities</strong></li> <li data-xf-list-type="ul"> 1-2 - <em>Darkness</em> 3/day</li> <li data-xf-list-type="ul"> 3-4 - <em>Chameleon</em>*</li> <li data-xf-list-type="ul"> 5-6 - <em>Fear</em></li> <li data-xf-list-type="ul"> 7-8 - <em>Nondetection</em></li> <li data-xf-list-type="ul"> 9-10 - <em>Unholy Blight</em></li> <li data-xf-list-type="ul"> 11-12 - <em>Blasphemy</em></li> <li data-xf-list-type="ul"> 13-14 - <em>Unholy aura</em> 3/day, <em>unhallow</em></li> <li data-xf-list-type="ul"> 15-16 - <em>Shadow body</em>*</li> <li data-xf-list-type="ul"> 17-18 - <em>Astral construct IX</em>*</li> <li data-xf-list-type="ul"> 19+ - <em>Recall death</em>*</li> </ul><p></p><p>* indicates a psionic power.</p><p></p><p><strong>Special Qualities:</strong> A terrible creature has all the special qualities of the base creature, pluse darkvision with a range of 60 ft.. Terrible creatures are immune to poison and acid, and have cold, electricity, and fire resistance 20.</p><p><strong>Saves:</strong> Same as the base creature.</p><p><strong>Abilities:</strong> Increase from the base creature as follows: Str +4, Dex +2, Con +2, Int +4, Wis +4, Cha +2.</p><p><strong>Skills:</strong> A terrible creature has 8 skill points, pluse its Intelligence modifier, per Hit Die. Treat skills from the base creature's list as class skills and other skills as cross class. If the creature has a class, it gains skills for class levels normally.</p><p><strong>Feats:</strong> Terrible creatures have one feat for every four levels or the base creature's total of feats, whichever is greatest.</p><p></p><p><strong>Climate/Terrain:</strong> Same as either the base creature or the terror.</p><p><strong>Organization:</strong> Same as the base creature.</p><p><strong>Challenge Rating:</strong> Same as the base creature + 2.</p><p><strong>Treasure:</strong> Same as the base creature.</p><p><strong>Alignment:</strong> Always evil (any)</p><p><strong>Advancement:</strong> Same as the base creature.</p></blockquote><p></p>
[QUOTE="Evil Josef, post: 114627, member: 3002"] [b]Terrible Creature Template[/b] [size=4]Terrible Creatures[/size] Terrors have a horrific way of reproducing. While they have been known to mine the material from their home planes for making new terrors, their much preferred method is to infect an already living creature with their essence, subverting it to their dark race. These horrible 'children' abandon their previous lifes, quickly turning on former friends and lusting only for fear and desecration. Terrible creatures that are not immediately given a task by their 'creator' are set lose on the Prime Material Plane, where they make their homes in dark, isolated places, far from prying eyes. There they sit and wait, planning and plotting on how to subvert the mood of the surrounding territory over to despair and horror. Those of less intelligence simply wander their turf, subjecting every creature they encounter to their animal hunger for fear. Whatever their mental faculties, they are bonded to the terror that spawned them, and forever serve their whims. Often, the hair of terrible creatures falls out or turns grey, and their skin takes on a deathly pallor. Their veins rise up against their skin, lacing their flesh with tendrils of inkly black blood. Their eyes glaze over and turn a shocking blue or dull grey. [b]CREATING A TERRIBLE CREATURE[/b] "Terrible" is a template that can be added to any corporeal creature (referred to hereafter as the "base creature"). The creature's type changes to "outsider". It uses all the base creature's statistics and special abilities except as noted here. [b]AC:[/b] Natural armor improves by +1. [b]Attacks:[/b] A terrible creature gains bite and claw attacks in addition to the base creature's attacks, if they did not have them already. This is determined in the same manner as a half-fiend's attacks (pg. 215, MM). [b]Special Attacks:[/b] A terrible creature retains all the special attacks of the base creature. Terrible creatures with an Intelligence or Wisdom score of 8 or higher possess the following spell-like abilities and psionics, using their level as the caster or manifestor level, as specificed by the list below. Unless otherwise indicated, the ability is usable once per day. [list] [*] [b]Level - Abilities[/b] [*] 1-2 - [i]Darkness[/i] 3/day [*] 3-4 - [i]Chameleon[/i]* [*] 5-6 - [i]Fear[/i] [*] 7-8 - [i]Nondetection[/i] [*] 9-10 - [i]Unholy Blight[/i] [*] 11-12 - [i]Blasphemy[/i] [*] 13-14 - [i]Unholy aura[/i] 3/day, [i]unhallow[/i] [*] 15-16 - [i]Shadow body[/i]* [*] 17-18 - [i]Astral construct IX[/i]* [*] 19+ - [i]Recall death[/i]* [/list] * indicates a psionic power. [b]Special Qualities:[/b] A terrible creature has all the special qualities of the base creature, pluse darkvision with a range of 60 ft.. Terrible creatures are immune to poison and acid, and have cold, electricity, and fire resistance 20. [b]Saves:[/b] Same as the base creature. [b]Abilities:[/b] Increase from the base creature as follows: Str +4, Dex +2, Con +2, Int +4, Wis +4, Cha +2. [b]Skills:[/b] A terrible creature has 8 skill points, pluse its Intelligence modifier, per Hit Die. Treat skills from the base creature's list as class skills and other skills as cross class. If the creature has a class, it gains skills for class levels normally. [b]Feats:[/b] Terrible creatures have one feat for every four levels or the base creature's total of feats, whichever is greatest. [b]Climate/Terrain:[/b] Same as either the base creature or the terror. [b]Organization:[/b] Same as the base creature. [b]Challenge Rating:[/b] Same as the base creature + 2. [b]Treasure:[/b] Same as the base creature. [b]Alignment:[/b] Always evil (any) [b]Advancement:[/b] Same as the base creature. [/QUOTE]
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