Creating
an Ash Transfigured Creature
"Ash Transfigured" is an acquired template
that can be added to any non-elemental, non-undead,
corporeal creature (referred to hereafter as the
base creature).
Type
Type changes to aberration. Do not recalculate
base attack bonus, saves or skill points.
Hit
Dice and Hit Points
Hit Dice increase to d8 (if smaller than d8; otherwise,
same as base creature).
Speed
Same as base creature +10. The creature gains
a burrow speed equal to its new base speed.
Armor
Class
Base creature’s natural armor increases
by +4
Attack
and Full Attack
Base creature gains 2 claw attacks as natural
weapons. Damage is based on its size.
Special
Attacks
The base creature retains all special attack and
gains the following:
Wasting
Wound (Ex): A creature hit by an Ash
Transfigured creature’s claw attack is afflicted
with a spirit wasting condition unique to the
Ashed Lands and its creatures. They must succeed
in a will saving throw (DC = 10 + ½HD +
Cha modifier) or take 1d4 points of Charisma drain.
Creatures
that fail this initial save must make another
save every hour or take an additional point of
Charisma drain. These saves must be made every
hour for 24 hours or until the subject has a remove
curse spell cast on it. Ash Transfigured creatures
and discarnate creatures are immune to this ability.
Special
Qualities
The base creature retains all special qualities
and gains the following:
-
Darkvision 60ft
-
DR 10/ash glass
-
Electricity Resistance 5, Fire Resistance 5
- Spell
Resistance equal to 10 +½ HD
-
Tremorsense 60ft
Ashed
Lands Adaptation (Ex): The mutated physiology
of an Ash Transfigured creature renders it immune
to the depredations of the environment of the
Ashed Lands. It is immune to the nauseating, paralyzing
and wasting effects of ash clouds and wasting
clouds as well as the poisonous nature of the
water there. This only makes the creature immune
to sources stemming from the environment of the
Ashed Lands, not other similar effects.
Fast
Healing (Su): Each round, an Ash Transfigured
creature heals 1 damage/2HD (minimum 1).
Spell-like
Abilities
An Ash Transfigured creature with a charisma of
8 or more gains spell-like abilities as Inborn
Casters, based on its Hit Dice. The saving throw
for these spell-like abilities is Charisma based.
Unless otherwise specified, these abilities are
usable once per day.
HD
|
Abilities |
1-2
|
Acid splash 3/day, detect magic at will |
3-4
|
Hypnotism,
obscuring mist |
5-6
|
Blur,
shapeshifting II |
7-8
|
Stinking
cloud, suggestion 3/day |
9-10
|
Greater
invisibility |
11-12
|
Shadow
evocation |
13-14
|
Blight
3/day |
15-16
|
Mislead |
17-18
|
Vampire Syndrome 3/day |
19+
|
Nightmare
reality |
Abilities
Increase from base creature as follows: Strength
+4, Constitution +6, Wisdom +2, Charisma +4
Challenge
Rating
As base creature +2
Level
Adjustment
As base creature +4
Sample
Ash Transfigured Creature:
This
example uses a riding spider as the base
creature.
Ash
Transfigured Spider CR 7
Huge Aberration (Augmented Animal)
________________________________
8d8+40 (76 hp)
AC 20 (-2 size, +3 Dex,
+9 natural), touch 11, flat-footed 17
Fort +11, Ref
+9, Will +3
Initiative: +3; Speed:
40 ft. (6 squares), burrow 40ft, climb 20
ft.
Space/Reach: 15 ft./10
ft.
________________________________
Base Attack/Grapple: +6/+20
Attack: Bite +11 melee
(2d6+12)
Full Attack: Bite +11 melee
(2d6+12) or 2 Claws +11 melee (1d8+6 plus
wasting wound)
________________________________
Abilities Str 23, Dex 17,
Con 20, Int 2, Wis 12, Cha 6
Special Qualities: DR 10/ash
glass; Resist electricity
5, fire 5; SR 14; Darkvision
60 ft., tremorsense 60 ft., low light vision,
Fast Healing 4
Special Attacks: Wasting
Wound, Web
Feats Endurance, Run
Skills Climb +14, Hide
+3, Jump +6*, Spot +9*
________________________________
Treasure: None
Environment: Any
Organization: Solitary
Advancement: None
Level Adjustment: --
________________________________
COMBAT
Ashed
Lands Adaptation (Ex): The mutated
physiology of an Ash Transfigured spider
renders it immune to the depredations of
the environment of the Ashed Lands. It is
immune to the nauseating, paralyzing and
wasting effects of ash clouds and wasting
clouds as well as the poisonous nature of
the water there. This only makes the spider
immune to sources stemming from the environment
of the Ashed Lands, not other similar effects.
Wasting
Wound (Ex): A creature hit by an
ash transfigured spider’s claw attack
is afflicted with a spirit wasting condition
unique to the Ashed Lands and its creatures.
They must succeed in a will saving throw
(DC 12) or take 1d4 points of Charisma drain.
Creatures
that fail this initial save must make another
save every hour or take an additional point
of Charisma drain. These saves must be made
every hour for 24 hours or until the subject
has a remove curse spell cast on it. Ash
Transfigured creatures and discarnate creatures
are immune to this ability.
Web
(Ex): ash transfigured spiders
can throw a web eight times per day. This
is similar to an attack with a net but has
a maximum range of 50 feet, with a range
increment of 10 feet, and is effective against
targets up to one Gargantuan size. An entangled
creature can escape with a successful Escape
Artist check (DC 16) or burst it with a
Strength check (DC 20). Both are standard
actions. The check DCs are Constitution-based,
and the Strength check DC includes a +4
racial bonus. A Riding Spider’s web
has 14hp and DR 5/-
Tremorsense
(Ex): An ash transfigured riding
spider can detect and pinpoint any creature
or object within 60 feet in contact with
the ground, or within any range in contact
with the spider’s webs.
Skills
Ash transfigured spiders have a +4 racial
bonus on Hide and Spot checks and a +8 racial
bonus on Climb checks. A spider can always
choose to take 10 on Climb checks, even
if rushed or threatened. Spiders use either
their Strength or Dexterity modifier for
Climb checks, whichever is higher.
|
|