Monday, January 3, 2011

General Rules: Monsters - Sinthrall (Template)

Sinthrall (adapted from Bleeding Edge Adventure #1: Mansion of Shadows)

Evil outsiders seem to exist to influence mortals. Demons seek their annihilation, while devils bind them to convoluted contracts that ensure the moral is doomed to a fiery torment in the Hells. But what of the dæmons, those foul peddlers of sin and mortal corruption?

Dæmons .traffic in the grave sins, whispering dark suggestions to embrace the baser moods that tumble through the minds of their chosen victims. A whisperer might drive a man to murder his wife in a fit of rage, while another might urge a woman to engage in carnal acts again and again until she is so riddled with disease tat she cannot bear to live. Each time a mortal succumbs to these temptations, a watcher records the deed in their black ledgers, gathering the sins until the mortal is so befouled that they are drawn bodily into the Hells to suffer and languish under the obscene attentions of that horrid realm's denizens.

On occasion, some mortals prove too delicious to simply snatch and destroy. Instead of plucking the mortal from the Three Worlds, the dæmons violate their subject, worming their evil through his mind and body, transforming him into something new and useful to their purposes. Thus are sinthralls made.

Creating a Sinthrall
"Sinthrall" is an acquired template that can be added to any living creature with an evil alignment and an Intelligence score of 3 or more, referred to hereafter as the base creature. Creatures with this template use all of the base creature's statistics and special abilities, except as noted here:

Type: The creature's type changes to outsider. It also gains the evil and native subtypes.

Size: Same as the base creature.

Hit Dice: Same as the base creature.

Speed: Same as the base creature.

Armor Class: A sinthrall gains a +2 profane bonus to Armor Class.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: A sinthrall retains all the special attacks of the base creature and gains one of the following special attacks, depending on its particular sin:
  • Envy (Sp): Once per day each, an envy sinthrall can cast charm person, detect thoughts, and undetectable alignment, as the spells. Its caster level equals its Hit Dice. The save DC is Intelligence-based.
  • Gluttony (Ex): Once per day, a gluttony sinthrall may spew a 20-foot cone of corrosive vomit. Creatures in the area take 2d4 points of acid damage per 3 Hit Dice of the sinthrall. Creatures in the area may make a Reflex save for half damage (DC 10 + ½ the sinthrall's Hit Dice + the sinthrall's Constitution modifier.
  • Greed (Ex): The sinthrall gains a +4 bonus to disarm and grapple attacks. It also gains a +2 bonus to initiative checks.
  • Lust (Sp): Once per day, a lust sinthrall can select a single living creature within 30 feet that has Hit Dice equal to or less than its own. The target must succeed at a Will save (Dc 10 + ½ the sinthrall's Hit Dice + the sinthrall's Charisma modifier) or have its attitude changed to helpful for a number of hours equal to the sinthrall's Charisma modifier (minimum 1 hour). This ability is the equivalent of a 3rd level spell.
  • Pride (Su): Once per say, s a swift action, a pride sinthrall can emit an aura of superiority in a 20-foot radius that lasts 1 round. All creatures in the area must succeed at a Will save (DC 10 + ½ the sinthrall's Hit Dice + the sinthrall's Charisma modifier) or take a -2 penalty to all attacks, weapon damage rolls, saves, and checks for a number of rounds equal to the pride sinthrall's Charisma modifier (minimum of 1 round).
  • Sloth (Sp): Twice per day, a sloth sinthrall can cast suggestion as the spell. Its caster level equals its Hit Dice. The save DC is Charisma-based.
  • Wrath (Ex): The wrath sinthrall can fly into a berserker rage once per day. This ability functions exactly like the barbarian rage ability If the sinthrall already has the ability to rage, it may use its rage ability one additional time per day.
Special Qualities: A sinthrall has all the special qualities of the base creature, plus the following special qualities:
  • Darkvision 60 feet.
  • Immunity to acid and poison.
  • Cold resistance 10, electricity resistance 10, and fire resistance 10.
Saves: Same as the base creature.

Abilities: Modify the base creature as determined by the particular sin:
  • Envy: Dexterity +4, and Charisma -4.
  • Gluttony: Constitution +4, Wisdom -4, and Charisma -2.
  • Greed: Dexterity +2, Intelligence +4, Wisdom -2, and Charisma -4.
  • Lust: Constitution +2, Charisma +4, Intelligence -2, and Wisdom -4.
  • Pride: +4 to any one ability and -2 to any two abilities.
  • Sloth: Intelligence +2, Wisdom +4, Dexterity -4, and Constitution -2.
  • Wrath: Strength +4, Intelligence -4, and Wisdom -2.

Skills: A sinthrall gains skill points as an outsider and has skill points equal to (8 + Intelligence modifier) x (Hit Dice + 3). Do not include Hit Dice from class levels in this calculation - the sinthrall gains outsider skill points only for its non-class levels. Treat skills from the base creature's list as class skills and other skills as cross-class skills. In addition, the sinthrall gains profane bonuses to certain skills depending on its sin of choice:
  • Envy: +3 bonus to Sense Motive checks.
  • Gluttony: +3 bonus to Concentration checks.
  • Greed: +2 bonus to Appraise and Sleight of Hand Checks.
  • Lust: +3 bonus to Bluff checks.
  • Pride: +3 bonus to any one skill.
  • Sloth: +3 bonus to Diplomacy checks.
  • Wrath: +3 bonus to Intimidate checks.

Feats: As the base creature plus Skill Augmentation (Listen and Spot).

Challenge Rating: As base creature +1.

Alignment: Always evil (any).

Level Adjustment: As the base creature +3.

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