Showing posts with label Evil. Show all posts
Showing posts with label Evil. Show all posts

Saturday, October 21, 2017

Campaign Design - Dark Speech

Dark Speech (from the Book of Vile Darkness)

The Dark Speech is extremely difficult to master. The Dark Speech feat is required for mortals to speak even a single word of it correctly, for mortal tongues were not designed to utter these words of pure evil. Some evil outsiders know smatterings (or more) of the Dark Speech and need no feat to master it. The safest way to use the Dark Speech is through spells such as dread word.

To actually communicate by means of the Dark Speech - that is, for a knowledgeable speaker to convey some information to a knowledgeable listener - the speaker must take great care, or both the listener and speaker will be harmed. There are no words in the Dark Speech for good concepts such as kindness, mercy, and purity. Evil characters can speak of misery, anguish, hate, and betrayal with an accuracy impossible in any other tongue.

The Dark Speech has no known written form. It cannot be transliterated into another language's written form without losing all of its meaning and power.

Besides communicating in the language itself, there are four ways that a speaker can use the Dark Speech:

Dread: The words spoken cause fear, loathing, and dread in all who hear them. Speaking words of dread is draining to the speaker, dealing 1d4 points of Charisma damage each round the Dark Speech is spoken. When dread words of the Dark Speech are uttered, all within 30 feet of the speaker must make a Will save (DC 10 + ½ the speaker's Hit Dice + the speaker's Charisma modifier). Listeners who know the Dark Speech by possessing the Dark Speech feat gain a +4 circumstance bonus on this saving throw. If a listener fails its saving throw, it suffers the following effects depending on its Hit Dice or level and alignment:
  • Levels 1 -4, Nonevil: Characters are shaken by the intoned Dark Speech, and they flee from the source of their fear as quickly as they can, although they can choose the path of their flight. Once out of sight and hearing of the source of their fear, characters can act as they want. Characters unable to flee can fight, although they are still shaken for 1d10 rounds.
  • Levels 5 - 10, Nonevil: Characters are shaken, taking a -2 morale penalty to attack rolls, saves, and checks for 1d10 rounds.
  • Levels 11+, Nonevil: Characters are filled with loathing for the speaker and must attack him on their next action.
  • Levels 1 -4, Evil: Characters cower and are frozen in fear. They lose their Dexterity bonus to Armor Class (if any) and can take no actions for 1d10 rounds. Foes gain a +2 bonus to his cowering characters.
  • Levels 5 - 10, Evil: Characters are mastered by the Dark Speech, acting as if charmed (as described in the charm person spell) for 1d10 minutes.
  • Levels 11+, Evil: Characters are impressed, reacting to the speaker with more respect and wariness. This adds a +2 competence bonus on subsequent attempts to change their attitude (see page 128 of the Dungeon Master's Guide).
Power: The words of the Dark Speech help energize evil magic items and spells. Again, this is draining to the speaker, dealing 1d4 points of Charisma damage each time the words of power are uttered. If used in conjunction with an evil spell that has a verbal component, the Dark Speech increases the spell's effective caster level by +1. If used when creating an evil magic item, the Dark Speech increases the item's caster level by +1 without increasing the cost. Both caster level increases are considered profane bonuses. The Dark Speech is a requirement for many evil artifacts.

Corruption: The words of the Dark Speech, whispered softly, can weaken physical objects. As a full-round action, the speaker can whisper vile words of corruption and destruction at an inanimate object such as a door or a wall, reducing its hardness by half. This minor use of the Dark Speech is not draining to the speaker. It cannot be used more than once on a single object.

Dark Unity: The words of the Dark Speech can create a hivemind. Up to one hundred vermin or animals (none of which can have more than 1 Hit Die) form an evil hivemind, as described below. The united consciousness of the creatures will take one command from the Dark Speech speaker, as if from the suggestion spell. Pulling creatures under the sway of evil is draining to the speaker, dealing 1d4 points of Constitution damage each time words of dark unity are uttered.

Hivemind

As a side effect of some evil spiritual presence or dark blessing, vermin and certain animals can take on a sort of evil consciousness shared among a large group, though each individual member retains little or no intellect. When a hivemind forms, each individual creature becomes just a tiny part of a much larger, much greater intelligence. But even the most craven sages do not understand how or why hiveminds develop.

if at least 50 vermin or animals of the same species are arranged so that no one individual is no more than 10 feet from another individual, the hivemind may come into effect. all the creatures operate with an Intelligence of 5, even if they previously had no Intelligence score (as with vermin). The creature's Intelligence score increases by +1 for every additional 20 individuals (beyond the first 50) in the hivemind, up to an Intelligence of 10 for a hivemind of 150 creatures. Beyond the 150-creature threshold, Intelligence increases by +1 for every 50 additional individuals. For every point of Intelligence bonus possessed by the hivemind, award each individual creature 1 feat and 1 skill point per Hit Die.

The increase to Intelligence gained for each creature in the hivemind over 50 also applies to Charisma.

If the hivemind attains a Charisma score of 18 or higher, it gains the ability to cast spells as a sorcerer. For every point of Charisma over 17, the hivemind has one level of sorcerer. Any single creature can cast one of the hivemind's spells, but those spell slots are then lost to other creatures in the hivemind. Creatures in a hivemind have no need of somatic or material components, and their squeaks, screeches, or clicks serve as verbal components.

When creatures in a hivemind attack, they all gain a +1 insight bonus on their attack roll and a +1 insight bonus on their Armor Class. Each creature knows the actions of every other member of the hivemind. The entire hivemind is aware of what every individual is experiencing.

A hivemind's Challenge Rating is greater than the Challenge Rating of one of the individual creatures. If the CR of an individual creature is less than ½ the CR of the hivemind is ½. If the creature has a CR of ½, the hivemind CR is 1. If the creature has a CR of 1 or higher, the hivemind's CR is 1 greater than that of the creature.

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Friday, October 20, 2017

General Rules - Vile Feats

Vile Feats

This is a list of vile and otherwise evil-oriented feats that do not appear in the Player's Handbook, but that I use in my campaigns. Most of these feats require that the character be evil, which makes them unusable for player characters. As feats get added to my ongoing campaigns, I will add more to this listing.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Feat Name
Source
PrerequisitesBenefit
Beloved Dictator
UHB
Charisma 13+, Leadership, evil alignmentYour leadership score is not reduced due to cruelty, aloofness, or failure
Blasphemer
UHB
Ability to channel negative energyYou are skilled at defeating other clerics' ability to channel positive energy
Boost Spell Resistance
BoVD
Evil alignmentYour innate spell resistance improves
Brimstone Death
UHB
Charisma 19+, Damned by Dæmons, Servant of Darkness, evil alignmentWhen you die a horde of fiends is summoned to avenge you
Carrier
UHB
Your chosen disease must have infected you at one time. In addition, you must have fully recovered from the disease's effects without the benefit of magical healingYou are immune to a particular disease, but you are also a carrier of it and can infect others
Corrupt Spell-Like Ability
BoVD
Evil alignmentYour spell-like abilities gain the evil descriptor and deal unholy damage
Damned by Dæmons
UHB
Evil alignmentYour type changes to outsider and you gain bonuses to fear spells
Damned by Demons
BEA1
Evil alignmentYour type changes to outsider and you gain bonuses to Bluff, Diplomacy, and Intimidate skill checks
Dark Speech
BoVD
Base Will save bonus +5, Intelligence 15+, Charisma 15+You can use Dark Speech
Deformity (Clawed Hands)
BoVD
Willing DeformityYou gain a claw attack
Deformity (Eye)
BoVD
Willing DeformityYou gain the ability to use see invisibility
Deformity (Face)
BoVD
Willing DeformityYou gain a bonus to Intimidate checks and some Diplomacy checks
Deformity (Gaunt)
BoVD
Willing DeformityYou gain a bonus to Dexterity as well as to Escape Artist and Intimidate checks, but suffer a penalty to Constitution
Deformity (Obese)
BoVD
Willing DeformityYou gain a bonus to Constitution as well as to Intimidate checks and saves against poison, but suffer a penalty to Dexterity
Demonic Awareness
UHB
Damned by DemonsYou extend your darkvision by 30 feet and reduce the effectiveness of opponent's concealment
Evil Brand
BoVD
-You gain bonuses to Diplomacy and Intimidate checks made against evil creatures
Evil's Champion
UHB
Servant of Darkness, evil alignmentYou are immune to evil spells and gain bonuses when dealing with evil creatures
Executioner
UHB
Unholy Warrior level 1st+, Intimidate 8+ ranksYour allies gain bonuses and your enemies may be shaken when you execute someone in combat
Infernal Claws
Evil
Servant of DarknessYou gain a claw attack but suffer reaction penalties
Infernal Darkvision
Evil
Servant of DarknessYou gain darkvision
Infernal Elemental Resistance
Evil
Servant of DarknessYou gain resistance to one elemental energy type
Infernal Fangs
Evil
Servant of DarknessYou gain a bite attack but suffer reaction penalties
Infernal Flight
Evil
Servant of DarknessYou gain the ability to fly, but suffer bone loss
Infernal Patron
UHB
Servant of DarknessYou are the chosen servant of a powerful infernal entity and can call upon their aid so long as you are useful to them
Lascivious
UHB
Must have Kivutar as your patron deityYou gain bonuses to Bluff, Diplomacy, Gather Information, and Intimidate when seducing someone
Legion
UHB
Brimstone Death, character level 6th+Your body hosts a number of fiends and you can access their spell-like abilities
Lichloved
BoVD
Evil BrandYou gain a bonus to saves against mind-affecting effects, sleep, paralysis, stunning, and disease
Malign Spell Focus
BoVD
Evil alignmentAdd +2 to the DC of all evil spells you cast
Quicken Granted Power
UHB
You must have access to an unholy warrior domain granting a power requiring a standard action to activateYou can activate one of your unholy warrior domain powers as a free action
Rotting Touch
UHB
Damned by Dæmons, CarrierYou can use a smite attack to inflict Constitution damage by rotting your foe's flesh
Sacrificial Mastery
BoVD
Wisdom 15+You gain a profane bonus to Knowledge: Religion checks when making sacrifices
Servant of Darkness
BoVD
Must have one of the Lords of Hell as a patron deityOnce per day, you gain a +1 luck bonus to a roll while performing an evil act
Song of Seþra
PGtWBS
Bardic Music ability, Dark Speech, Perform: Dancing, Singing, or wind instruments 9+ ranks, Survival 4+ ranksYou can use your bardic music ability to communicate with and control snakes
Tongue of Flame
PGtWBS
Bardic Music ability, Dark Speech, Knowledge: Religion 4+ ranks, Knowledge: Surtan 4+ ranks, Perform: Singing 3+ ranksYou can use your bardic music ability to cast fire spells even if you do not know them
Verminfriend
BoVD
Wisdom 15+Vermin hesitate to attack you
Vestigial Twin
UHB
Damned by Dæmons, character level 6th+You host a latent twin who is fully intelligent, aware, and resentful of its subordinate level within your body
Vile Ki Strike
BoVD
Charisma 15+, Improved Unarmed StrikeYour unarmed strikes deal an additional point of vile damage
Vile Martial Strike
BoVD
Charisma 15+, Weapon Focus with the specified weaponWhen you strike with the chosen type of weapon, you deal an additional point of vile damage
Vile Natural Attack
BoVD
Natural attack that deals at least 1d8 points of damage, BAB +5When you strike with your natural attacks, you deal an additional point of vile damage
Violate Spell-Like Ability
BoVD
-One spell-like ability gains the evil descriptor and your spell-like abilities can inflict vile damage
Violating Strike
UHB
BAB +8, evil alignmentYou can inflict Charisma damage with your attacks and may stun and demoralize your targets
Willing Deformity
BoVD
-You have inflicted a deformity upon yourself and gain a bonus to Intimidate checks

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Tuesday, January 4, 2011

General Rules: Feats - Divine Companion

Divine Companion [General]
Your animal companion becomes an anarchic, axiomatic, celestial, or fiendish creature.
   Prerequisite: Animal Companion class feature.
   Benefit: Your animal companion gains the anarchic, axiomatic, celestial, or fiendish template. You must choose a companion whose alignment is the same as yours. Subtract one from your effective druid level for purposes of determining the companion's characteristics and special abilities.
   Special: You cannot take this feat and the Elemental Companion, Radiant Companion, or Shadow Companion feats.

Home     General Rules     Animal Companion Feats

Monday, January 3, 2011

General Rules: Monsters - Fiendish Creature (Template)

Fiendish Creature (from the Monster Manual)

Fiendish creatures dwell in the Hells, the realms of evil, although they resemble beings found in the Three Worlds. they are more fearsome in appearance than their earthly counterparts. Fiendish creatures are often mistaken for half-fiends, more powerful creatures that are created when a fiend mates with a nonfiendish creature, or through some foul infernal breeding project.

"Fiendish" is a template that can be added to any corporeal aberration, animal, dragon, fæy, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of evil or neutral alignment. Animals or vermin become magical beasts, but otherwise the creature type is unchanged. It gains the subtype "evil". Fiendish creatures encountered in the Three Worlds have the "extraplanar" subtype. A fiendish creature uses all of the base creature's abilities except as noted here.

Hit Dice: Same as the base creature.

Speed: Same as the base creature.

Armor Class: Same as the base creature.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: A fiendish creature retains all the special abilities of the base creature and also gains the following ones:
  • Smite Good (Su): Once per day, a fiendish creature can make a normal attack to deal additional damage equal to it's Hit Die total (maximum of +20) against a good opponent.
Hit DiceDamage ReductionCold, and Fire Resistance
1 - 3
-
5
4 - 7
5/+1
5
8 - 11
5/+1
10
12+
10/+1
10
Special Qualities: A fiendish creature retains all the special qualities of the base creature, and also gains the following ones:
  • Darkvision with a range of 60 feet.
  • Damage reduction (see table to the right).
  • Cold and fire resistance (see table to the right).
  • Spell resistance equal to Hit Dice + 5 (maximum 25).
If the base creature already has one or more of these special qualities, use the better value. If a fiendish creature gains damage reduction, its natural weapons are treated as +1 weapons for the purpose of overcoming damage reduction.

Saves: Same as the base creature.

Abilities: Same as the base creature, but Intelligence is at least 3.

Skills: Same as the base creature. All fiendish creatures speak Infernal.

Feats: Same as the base creature.

Climate/Terrain: Any land and underground.

Organization: Same as the base creature.

Challenge Rating: Variable (see below):

Hit DiceCR
Up to 3
Same as base creature
3 to 7
Base creature +1
8+
Base creature +2

Treasure: Same as the base creature.

Alignment: Always evil (any).

Advancement: Same as the base creature.

Level Adjustment: Same as base creature +2.

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General Rules: Monsters - Demon, Ilkean Annihilator

Demon, Ilkean Annihilator (adapted from the Book of Eldritch Might III; originally D'Stradi Annihilator)
Large Outsider (Chaotic, Evil)

Hit Dice: 13d8+65 (123 hit points)
Initiative: +1
Speed: 30 feet
Armor Class: 24 (-1 size, +1 Dexterity, +14 natural); touch 17, flat-footed 20
BAB/Grapple: +10/+13
Attack: Claw +18 melee (2d6+6 plus poison, piercing and slashing, 20 x2)
Full Attack: 2 claws +18 melee (2d6+6 plus poison, piercing and slashing, 20 x2) and bite +16 melee (2d8+3 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: Energy-draining spew, poison, spell-like abilities, summon demon
Special Qualities: Demon traits, DR 20/+2, outsider traits, spell resistance 26
Saves: Fortitude +13, Reflex +9, Will +12
Abilities: Str 22, Int 10, Wis 14, Dex 13, Con 20, Cha 15
Skills: Climb +19, Concentration +18, Intimidate +15, Knowledge: the Planes +13, Listen +15, Search +13, Spot +15, Survival +15
Feats: Cleave, Iron Will, Multiattack, Power Attack
Environment: Any land and underground
Organization: Solitary or pack (4 - 7)
Challenge Rating: 13
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 14 - 18 Hit Dice (Large); 19 - 23 Hit Dice (Huge)

Stout, sturdy engines of destruction, Ilkean annihilators resemble huge reptiles with red, scaly, skin. Their enormous maws bristle with daggerlike teeth, and their long, muscular arms sport vicious claws. On the snout of their long, snakelike heads grows a swollen, yellow-orange nodule, and their backs are ridged. These demons stand about 9 feet tall.

Ilkean annihilators were created for one purpose only: To kill mortal foes. Full of rage and hatred, these demons serve their purpose well.

They speak Infernal, Kansattish, and Sûlic.

Combat
Ilkean annihilators charge into combat lusting for battle. Still, they are not stupid; they use their powers wisely. With their energy-draining spew they try to control where their enemies can and cannot go. They use their teleport power to reposition themselves tactically. Both their claws and their bite contain venom sacs full of poison that hardens muscle tissue.

Energy-Draining Spew (Su): This demon can project a stream of reddish oil from a nodule on its head. It can make a ranged touch attack with the oil against a foe up to 30 feet away as a standard action. if successful, the oil that strikes the foe bestows two negative levels. Should the attack fail, the oil forms a slick puddle in a 5-foot-square area where the target stands. Anyone entering the area over the next 6 rounds automatically gains 2 negative levels (the original target, if he moves out of the area on his next available action, suffers no ill effects). Ridding a character f these negative levels requires a DC 21 Fortitude save.

Poison (Ex): Claw and bite, DC 21 Fortitude save; initial damage 1d4 temporary Dexterity, secondary damage 2d4 temporary Dexterity.

Spell-Like Abilities (Sp): At will - darkness, cause fear, desecrate, dispel magic, see invisibility, telekinesis, teleport without error (self plus 50 pounds of gear only); once per day - chaos hammer. Caster level 13th; Save DC 12 + spell level.

Summon Demon (Sp): Once per day, an Ilkean annihilator can attempt to summon one Ilkean annihilator with a 40% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no demons answer the summons. Summoned demons automatically return whence they came after an hour. A demon that has been summoned cannot use its own summon demon ability. Most demons do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to save their own lives.

Demon Traits: Demons can communicate telepathically with any creature within 100 feet that has a language. Ilkean annihilators are immune to electricity and poison and they have acid resistance 20, cold resistance 20, and fire resistance 20.

Outsider Traits: An Ilkean annihilator has darkvision with a range of 60 feet. It cannot be raised or resurrected.

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General Rules: Monsters - Hell Hound

Hell Hound (from the Monster Manual)
Medium Outsider [Evil, Extraplanar, Fire, Lawful]

Hit Dice: 4d8 + 4 (22 hit points)
Initiative: +5
Speed: 40 feet
Armor Class: 16 (+1 Dexterity, +5 natural); touch 11, flat-footed 15
BAB/Grapple: +4/+5
Attack: Bite +5 melee (1d8+1 plus 1d6 fire, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +5 melee (1d8+1 plus 1d6 fire, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Breath weapon, fiery bite
Special Qualities: Darkvision 60 feet, immunity to fire, scent, vulnerability to cold
Saves: Fortitude +5, Reflex +5, Will +4
Abilities: Str 13, Int 6, Wis 10, Dex 13, Con 13, Cha 6
Skills: Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7 (+15 when tracking by scent)
Feats: Improved Initiative, Run, Track
Environment: Hells
Organization: Solitary, pair, or pack (5 - 12)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful evil
Advancement: 5 - 8 Hit Dice (Medium); 9 - 12 Hit Dice (Large)
Level Adjustment: +3 (cohort)

Hell hounds are aggressive, fire-breathing canines from the Infernal Realms. Specimens are frequently brought to the Three Worlds to serve evil beings, and many have established indigenous breeding populations.

A typical hell hound stands 4½ feet high at the shoulder and weighs 120 pounds.

Hell hounds do not speak, but understand Infernal.

Combat
Hell hounds are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving it toward the rest with their fiery breath. If the prey doesn't run, the pack closes in. Hell hounds track fleeing prey relentlessly.

A hell hound's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 2d6 fire; Reflex save DC 13 for half damage. The save DC is Constitution-based.

Fiery Bite (Su): A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon.

Skills: Hell hounds gain a +5 racial bonus on Hide and Move Silently checks. Hell hounds gain a +8 racial bonus on Survival checks when tracking by scent due to their keen sense of smell.

Hell Hounds Workers as Familiars
Hell hounds can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must be be within one alignment step of lawful evil, take the Improved Familiar feat, have a Base Attack Bonus of at least +5, and be at least a 5th-level caster.

Home     Three Worlds     Monsters

General Rules: Monsters - Devil, Kocrachon

Devil, Kocrachon (from the Book of Vile Darkness)
Medium Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 6d8+6 (33 hit points)
Initiative: +8
Speed: 30 feet; fly 60 feet (perfect)
Armor Class: 21 (+4 Dexterity, +1 dodge, +6 natural); touch 15, flat-footed 16
BAB/Grapple: +6/+9
Attack: Bite +9 melee (1d6+3, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +9 melee (1d6+3, bludgeoning, piercing, and slashing, 20 x2) and 2 claws +4 melee (1d4+1, slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Disease, spell-like abilities
Special Qualities: Devil traits, DR 15/+1, outsider traits, sadism, SR 17, summon devil
Saves: Fortitude +6, Reflex +9, Will +7
Abilities: Str 16, Int 17, Wis 14, Dex 19, Con 13, Cha 16
Skills: Bluff +12, Diplomacy +5, Heal +11, Hide +13, Intimidate +12, Jump +9, Listen +10, Move Silently +10, Search +9, Spot +8
Feats: Dodge, Improved Initiative
Environment: Any land and underground
Organization: Solitary or team (3 - 6)
Challenge Rating: 6
Treasure: Double standard
Alignment: Always lawful evil
Advancement: 7 - 8 Hit Dice (Medium); 10 - 12 Hit Dice (Large)

Kocrachons are diabolic torturers, When the damned are sent to hell to face torment, it is often the insectoid kocrachons that perform the sick and terrible duties - and they relish the task. These devils are likely to be found in terrible hellish citadels, working for some greater devils.

They have a dark bluish-purple carapace like and insect's with long, serrated proboscises. Their heads are small; their legs are long and thin, ending in claws that are quite adept at wielding scalpels and other terrible instruments of torture.

Kocrachons speak Celestial, Infernal, Sülic, and one mortal language.

Combat
Kocrachons hate straightforward combat, but they like to inflict pain on helpless victims, slowly and precisely. If they must fight, kocrachons use their spell-like abilities as long as they can.

Disease (Ex): Any creature hit by the kocrachon's bite attack must succeed at a Fortitude save (DC 14) or contract devil chills. The incubation period is 1d4 days, and the disease deals 1d6 points of Strength damage. The victim must make three successful Fortitude saving throws in row to recover (see Disease in Chapter 8 of the Dungeon Master's Guide).

Spell-Like Abilities (Sp): At will - animate dead, cure moderate wounds, desecrate, dispel magic, detect good, detect magic, magic circle against good, liquid pain, major image, sorrow, suggestion, teleport without error (self plus 50 pounds of gear only), wave of grief, wither limb, wrack; Once per day - blasphemy. Caster level 12th; Save DC 13 + spell level.

Sadism: For every 10 points of damage a kocrachon deals in a round, it gains a +1 luck bonus on attack rolls, saving throws, and skill checks during the next round.

Summon Devil (Sp): Twice per day, a kocrachon can attempt to summon one kocrachon with a 40% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no devils answer the summons. Summoned devils automatically return whence they came after an hour. A devil that has been summoned cannot use its own summon devil ability. Most devils do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to gain victory or save their own lives.

Devil Traits: Devils can communicate telepathically with any creature within 100 feet that has a language. Devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell. A devil is immune to fire and poison, and it has acid resistance 20 and cold resistance 20.

Outsider Traits: A kocrachon has darkvision with a range of 60 feet. It cannot be raised or resurrected.

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General Rules: Monsters - Hellwasp Swarm

Hellwasp Swarm (adapted from the Monster Manual and Dragon Magazine #329)
Diminutive Magical Beast (Evil, Extraplanar, Swarm)

Hit Dice: 12d10+36 (102 hit points)
Initiative: +10
Speed: 5 feet, fly 40 feet
Armor Class: 20 (+4 size, +6 Dexterity); touch 20, flat-footed 14
BAB/Grapple: +12/-
Attack: Swarm (3d6 plus poison)
Full Attack: Swarm (3d6 plus poison)
Space/Reach: 10 feet by 10 feet/0 feet
Special Attacks: Distraction, inhabit, poison
Special Qualities: Damage Reduction 10/+1, Darkvision 60 feet, hive mind, immune to weapon damage, low-light vision, resistance to fire 10, swarm traits
Saves: Fortitude +10, Reflex +14, Will +7
Abilities: Str 1, Int 6, Wis 13, Dex 22, Con 14, Cha 9
Skills: Hide +19, Listen +10, Spot +10
Feats: Ability Focus (Poison), Improved Initiative, Iron Will, Skill Augmentation (Listen and Spot), Toughness
Environment: Infernal Hells
Organization: Solitary, fright (2 - 4 swarms), or terror (5 - 8 swarms)
Challenge Rating: 8
Treasure: None
Alignment: Always lawful evil
Advancement: None
Level Adjustment: -

Hellwasps are vicious, foul-tempered magical insects from the infernal planes. A single hellwasp resembles a thumb-sized normal wasp, except its carapace is gleaming black with ruby red stripes, and its compound eyes are an iridescent green. In swarms, hellwasps form a collective hive mind intelligence with infernal cunning and bloodlust.

Combat
Like any swarm, a hellwasp swarm seeks to surround and attack any living prey it encounters. A swarm deals 3d6 points of damage to any creature whose space it occupies at the end of its move. The swarm can take over the bodies of its prey and infest both the living and the dead, using them as horrible living (or unloving) puppets to accomplish acts of wickedness that a swarm of insects could never attempt.

A hellwasp swarm's attack is treated as an evil-aligned weapon and a magic weapon for the purpose of overcoming damage reduction.

In order to attack, a hellwasp swarm moves into opponents' spaces, which provokes attacks of opportunity. It can occupy the same space as a creature of any size, since it crawls and flies all around its prey, but remains a creature with a 10 foot by 10 foot space. Hellwasp swarms never make attacks of opportunity, but they can provoke attacks of opportunity. A hellwasp swarm’s attacks are evil-aligned and magical. Damage reduction sufficient to reduce the swarm attack’s damage to 0, being incorporeal, and other special abilities usually give a creature immunity (or at least resistance) to damage from a swarm.

Unlike other creatures with a 10 foot by 10 foot space, a hellwasp swarm is shapeable. It can occupy any four contiguous space and it can squeeze through any space large enough to contain one of its component creatures.

Distraction (Ex): Any living creature that begins its turn with a hellwasp swarm in its space must succeed at a DC 18 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Hive Mind (Ex): Any hellwasp swarm with at least 1 hit point per Hit Die (12 hit points for a standard swarm) forms a hive mind, giving it an Intelligence of 6. When a hellwasp swarm is reduced below this hit point threshold, it becomes mindless.

Inhabit (Ex): A hellwasp swarm can enter the body of a helpless or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute and the victim must be Small, Medium, or Large, although four swarms working together can inhabit a Huge creature. The swarm can abandon the body at any time, although doing this takes 1 full round. Amy attack against the host deals half damage to the hellwasp swarm as well, although the swarm's resistances and immunities may negate some or all of this damage.

If a hellwasp swarm inhabits a dead body, it can restore animation to the creature and control its movements, effective transforming it into a zombie of the appropriate size for so long as the swarm remains inside. if a hellwasp swarm inhabits a living victim, it can neutralize its own poison and control the victim's movement and actions as if using dominate monster on the victim. The hellwasps quickly consume a living victim, dealing 2d4 points of Constitution damage per hour they inhabit a body. A body reduced to 0 Constitution is dead.

A hellwasp-inhabited creature is relatively easy to spot, since its skin crawls with the forms of insects inside. The swarm is intelligent enough to attempt to hide beneath loose clothing or a large cloak to keep its presence from being detected. The swarm can attempt a Disguise check to conceal its inhabitation of a host, with a -4 penalty if currently inhabiting a Small host.

A remove disease or heal spell cast on an inhabited victim forces the hellwasp swarm to abandon the host.

Poison (Ex): Injury, Fortitude DC 13; initial and secondary damage 1d4 Dexterity. The save DC is Constitution-based.

Swarm: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A bat swarm is immune to all weapon damage. Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent. A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells. A bat swarm is susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a bat swarm, treat the swarm as a creature of Diminutive size. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

Vulnerabilities
Hellwasp swarms are extremely difficult to fight with physical attacks. They have a few special vulnerabilities as follows.

A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit.

A weapon with a special ability such as flaming or frost deals its full energy damage with each hit, even if the weapon's normal damage can't affect the swarm.

A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures in squares adjacent to where it breaks.

Hellwasp Swarms as Familiars
Bat swarms can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must take the Improved Familiar feat, be within alignment one step of lawful evil, and be at least a 16th-level caster. Powerful goblinoid and goblinoid-blooded spellcasters have been known to have hellwasp swarm familiars.

The hellwasp swarm is a magical beast swarm familiar. Swarm familiars do not gain the ability to speak with others of their kind, and neither the swarm nor its master gains the Skill Augmentation (Listen and Spot) feat. Instead, the following special qualities are substituted for those standard familiar abilities.

Granted Abilities: In addition to special abilities gained as a result of standard familiar progression, swarm familiars also bestow the following abilities upon their masters. The hellwasp swarm's master gains immunity to her swarm's nauseating effect and its wounding attack and can occupy the same space as her familiar without suffering penalties. Swarm familiar granted abilities replace the granted abilities listed for improved familiars.

Hive Mind (Ex): Hellwasp swarm familiars gain a hive mind that connects them to each other by the arcane power of their master. The master gains an empathic link and the ability to share spells with the hive mind of the swarm familiar.

Nonhealing (Ex): When a swarm takes damage, part of it is physically destroyed. Therefore, swarm familiars cannot be healed in the normal manner. Instead, new creatures much be summoned to the swam to replace those that have died. A summon swarm spell "cures" a swarm familiar by replacing dead creatures in the swarm at a rate of 1d6 hit points per caster level. The number of hit points healed in this manner cannot exceed the swarm's maximum hit point total. Only a druid or the wizard to whom the swarm familiar belongs can cure a swarm familiar in this fashion. Summon swarm spells used to heal a familiar create no other effect.

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General Rules: Monsters - Umbral Gloom

Umbral Gloom (from Dragon Magazine #353)
Large Outsider (Evil, Extraplanar)

Hit Dice: 10d8+30 (85 hit points)
Initiative: +6
Speed: 60 feet; swim 40 feet
Armor Class: 23 (-1 size, +2 Dexterity, +8 natural, +4 deflection); touch 15, flat-footed 21
BAB/Grapple: +10/+18
Attack: Slam +14 melee (1d6+4 plus crushing despair, bludgeoning, 20 x2)
Full Attack: 12 slams +14 melee (1d6+4 plus crushing despair, bludgeoning, 20 x2)
Space/Reach: 10 feet by 10 feet/15 feet
Special Attacks: Crushing despair, engulf, spell-like abilities
Special Qualities: All-around vision, control light, damage reduction 10/+1, darkvision 120 feet, deeper darkness, evasion, low-light vision, no discernable anatomy, see in darkness, shadow blend, shadow blessing, shadow stride, shadow talk, spell resistance 21
Saves: Fortitude +10, Reflex +9, Will +8
Abilities: Str 19, Int 12, Wis 13, Dex 15, Con 16, Cha 18
Skills: Bluff +17, Diplomacy +8, Gather Information +17, Hide +17, Intimidate +17, Listen +14, Move Silently +21, Search +22, Sense Motive +14, Spot +22, Survival +1 (+3 when following tracks), Swim +12
Feats: Combat Reflexes, Improved Initiative, Toughness, Weapon Focus (Slam)
Environment: Any
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always neutral evil
Advancement: 11 - 14 Hit Dice (Large); 15 - 21 Hit Dice (Huge)

Umbral glooms are a mass of rubbery, glistening black trntacles studded with many small purple eyes, lost within an umbral miasma that seeps from its slimy flesh.

They speak Umbran, Sûlic, and one mortal language.

Combat
Umbral glooms always try to begin combat by removing mist light sources and then sneaking up on their foes to engulf them in despair. They remain hidden as long as possible and do not initiate attacks unless they can do so from ambush. If surprised, umbral glooms quickly douse all lights and use the resulting confusion to flee into the shadows, from whence they begin crafting plans for quick revenge.

An umbral gloom's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

All-Around Vision (Ex): Their many eyes give umbral glooms a +8 racial bonus on Spot and search checks, and they cannot be flanked.

Control Light (Sp): Umbral glooms can decrease the level of natural light within a 120-foot radius by any percentage up to 100%. Creatures within the affected area gain a +1 bonus for each 24% decrease in light.

Crushing Despair (Su): A creature hit by an umbral gloom's slam attack or engulfed by an umbral gloom succumbs to great sadness unless it succeeds at a DC 17 Will save. An affected creature suffers a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. This effect counters and dispels good hope. The save DC is Charisma-based.

Deeper Darkness (Su): An umbral gloom can radiate shadowy illumination in a 60-foot radius at will. All creatures within the area gain concealment (20% miss chance. even creatures that can normally see in such conditions, such as those with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness. Normal lights, such as torches, candles, lanterns, and so forth, are incapable of brightening the area, as are light spells of 3rd or lower level. Higher-level light spells are not affected by the deeper darkness. Deeper darkness counters or dispels any light spell of 3rd or lower level.

Engulf (Ex): An umbral gloom can flow around creature that fit within its space as a standard action. it cannot make a slam attack during a round in which is engulfs. The umbral gloom merely has to more over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against an umbral glom, but if they do, they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on DC 17 Reflex saves or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the gloom moves forward. Engulfed creatures are subject to crushing despair and are considered to be grappled. The save DCs are Charisma-based.

No Discernible Anatomy (Ex): Umbral glooms have no discernible anatomy and are not subject to critical hits or stunning.

See in Darkness (Su): Umbral glooms can see perfectly in darkness of any kind, even that created by deeper darkness.

Shadow Blend (Su): In any conditions other than full daylight, the umbral gloom can disappear into the shadows, gaining a high degree of concealment that provides a 40% miss chance and a +10 circumstance bonus on Hide checks. Artificial illumination, even a continual flame, daylight, or light spell, does not negate this ability.

Shadow Blessing (Su): Infused with the stuff of shadows, an umbral gloom gains a constant bonus on initiative checks (included in the statistics above) and a deflection bonus to armor Class equal to its Charisma modifier. In addition, it gains an equal profane bonus on saving throws made against spells and effects from the schools of enchantment, illusion, and necromancy, as well as spells with the darkness descriptor. Once per day, as a standard action, the umbral gloom can share this blessing with others with a touch. The shared blessing lasts for 7 rounds and can only be granted to willing targets; spell resistance does not apply.

Shadow Stride (Su): As a move action, an umbral gloom can vanish from its current location and reappear in any shadowy area within 360 feet, as often as once every 2 rounds.

Shadow Talk (Su): Umbral glooms can communicate through the shadows of the mind. They can whisper short messages to all other creatures of their choice from the Shadow realm as well as worshippers of Gangyn within 500 feet. Creatures within 10 feet of the umbral gloom can also hear its communication with a DC 15 Listen check, but those not specifically targeted by the umbral gloom cannot decipher the ineffable whispers.

Spell-Like Abilities (Sp): At will - knock (by touch only). Three times per day - scare, modify memory (cannot increase clarity or recall), plane shift (self only, to or from the Shadow Realm only). Once per day - nightmare. Caster level 7th; Save DC 14 + spell level and are Charisma-based.

Outsider Traits: An umbral gloom has darkvision with a range of 120 feet. It cannot be raised or resurrected.

Skills: An umbral gloom has a +6 racial bonus on Hide and Move Silently checks and a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. it can always choose to take 10 on a Swim check, even if distracted or endangered. it can use the run action when swimming provided it swims in a straight line.

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General Rules: Monsters - Demon, Ilkean Dancer

Demon, Ilkean Dancer (adapted from the Book of Eldritch Might III; originally D'Stradi Dancer)
Medium Outsider (Chaotic, Evil)

Hit Dice: 10d8+10 (55 hit points)
Initiative: +7
Speed: 40 feet
Armor Class: 27 (+7 Dexterity, +10 natural); touch 17, flat-footed 20
BAB/Grapple: +10/+13
Attack: +1/+1 quarterstaff +14 melee (1d6+5, bludgeoning, 20 x2) or claw +13 melee (1d6+3, piercing and slashing, 20 x2)
Full Attack: +1/+1 quarterstaff +13/+8/+13 melee (1d6+4/1d6+2, bludgeoning, 20 x2) or 2 claws +13 melee (1d6+3, piecing and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Magical dance, pounce, spell-like abilities, summon demon
Special Qualities: Demon traits, DR 10/+1, outsider traits, spell resistance 20
Saves: Fortitude +8, Reflex +14, Will +10
Abilities: Str 16, Int 13, Wis 17, Dex 24, Con 13, Cha 14
Skills: Balance +17, Concentration +11, Hide +17, Listen +13, Move Silently +17, Search +11, Spot +13, Tumble +17
Feats: Combat Expertise, Two-Weapon Fighting, Weapon Focus (Quarterstaff)
Environment: Any land and underground
Organization: Solitary or pair
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic evil
Advancement: 11 - 15 Hit Dice (Medium); 16 - 20 Hit Dice (Large)

In many ways, an Ilkean dancer looks like an Ilkean abductor standing up straight. Gangly and tall, this demon has electric-blue skin and a long, narrow head. Ilkean dancers appear lithe and graceful, yet still convey an aura of menace and hate. They often carry quarterstaffs to use as they dance for balance and support as well as combat.

As their name might imply, Ilkean dancers are trained in acrobatic and dexterous combat techniques. They also know certain magical effects achieved through dance, thus using dance to enhance both their combat might and their magic. These bloodthirsty, battle-loving demons favor style and form over results. They consider it more important to attack foes with grace and panache than to actually defeat them.

They speak Infernal, Kansattish, and Sûlic.

Combat
Ilkean dancers leap into battle with fervor and aplomb. They attempt to use a magic dance before entering melee. They do not hesitate to tumble out of combat if things go against them. In a group, the dancers prefer to gang up on a single victim rather than fight fair.

Magic Dance (Sp): An Ilkean dancer knows 1d4 of the magical dances listed below, which it can perform to enhance itself or produce effects. The dances are graceful but horrid to behold, with lots of wild, chaotic leaps, gestures, and stances.
  • Battle Dance: A single Ilkean dancer who takes 1 round to complete this dance gains a +1 bonus to attack and damage rolls for the next 10 rounds.

  • Dance of Ruin: To use this dance, five or more demons join hands in a circle, dancing wildly and chanting. if they dance for 3 rounds, a wave of crackling energy flashes outward in a 100-foot radius. All nondemon creatures within the radius suffer 2d20 points of damage (DC 17 reflex save for half damage). Forcing the demons to break the circle stops the dance.

  • Dance of Speed: Two Ilkean dancers together can perform this dance in 3 rounds. For the 10 rounds after they finish, both demons are hasted.

  • Shielding Dance: A single Ilkean dancer who completes this dance after 2 rounds gains a +2 deflection bonus to armor Class for 10 minutes.

  • Warding Dance: A single Ilkean dancer can complete this elaborate dance in 5 rounds, after which, fir the next hour, any nondemon must make a DC 17 Will saving throw to enter a 1,000-foot square designated by the demon. Those failing cannot enter the area until the ward fades.

Pounce (Ex): If an Ilkean dancer leaps toward a foe during the first round of melee combat, it can make a full attack, even if it has already taken a move action.

Spell-Like Abilities (Sp): At will - darkness, cause fear, dispel magic, see invisibility, telekinesis, teleport without error (self plue 50 pounds of gear only); once per day - death knell, desecrate, invisibility, major image, polymorph. Caster level 11th; Save DC 12 + spell level.

Summon Demon (Sp): Once per day, an Ilkean dancer can attempt to summon one Ilkean dancer with a 30% chance of success or an Ilkean abductor with a 40% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no demons answer the summons. Summoned demons automatically return whence they came after an hour. A demon that has been summoned cannot use its own summon demon ability. Most demons do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to save their own lives.

Demon Traits: Demons can communicate telepathically with any creature within 100 feet that has a language. Ilkean dancers are immune to electricity and poison and they have acid resistance 20, cold resistance 20, and fire resistance 20.

Outsider Traits: An Ilkean dancer has darkvision with a range of 60 feet. It cannot be raised or resurrected.

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General Rules: Monsters - Sin Eater

Sin Eater (from the Demon Hunter's Handbook)
Medium Outsider (Chaotic, Demon, Evil, Extrapalanar)

Hit Dice: 4d8+12 (32 hit points)
Initiative: +2
Speed: 30 feet
Armor Class: 15 (+1 Dexterity, +4 natural); touch 11, flat-footed 14
BAB/Grapple: +4/+6
Attack: Claw +6 melee (1d6+2, piercing and slashing, 20 x2)
Full Attack: 2 claws +6 melee (1d6+2, piercing and slashing, 20 x2) and bite +4 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Soul poison
Special Qualities: Sin eating, spell-like abilities, spirit dependency, evolution, damage reduction 10/cold iron or good, darkvision 60 feet, immunity to electricity and poison, acid, cold, and fire resistance 10, spell resistance 16, telepathy 100 feet
Saves: Fortitude +7, Reflex +6, Will +6
Abilities: Str 14, Int 14, Wis 15, Dex 14, Con 16, Cha 19
Skills: Bluff +19, Concentration +10, Diplomacy +11, Disguise +11, Hide +17, Intimidate +11, Knowledge: Religion +9, Knowledge: the Planes +9, Move Silently +17, Sense Motive +17
Feats: Ability Focus (Soul Poison), Multiattack
Environment: Any rural or urban
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5 - 8 Hit Dice (Medium)

The creature looks like an impossibly dessicated human, its muscles and sinews starkly visible beneath its cracked paper-thin skin. Its oversized hands end in gleaming, jagged claws, and its gaping mouth is a ruin of black, snaggled teeth.

The sin eater is a tempter of mortals, using its subtle mental powers to impregnante its victims with dark thoughts. Those who succumb to its corrupt strength have their morality eaten away, and their souls are etched with the litany of the seven deadly sins.

The sin eater is subtle, and unlike the succubus, it does not use its body and honeyed words to lure mortals to sin. Instead, it uses its soul poison ability to twist their monds; those affected hear the sin eater's whispers in their mind, urging them to give in to temptation, to succumb to murderous rage, and to indulge all their appretites, no matter what they may be.

The sin eater's favored prey is the young and the insane, for neither group has the force of will to resist its poison. While it takes great joy in corrupting the will of highly spiritual victims, like clerics and priests of all sorts, it well understands the risks associated with combating more powerful opponents.

The sin eater sits at the heart of a vast spider web of corruption, cultivating its victims and egging them on to ever greater heights of degradation and excess. As it devours sustenance from its victims, it grows every stronger, until its appetite is sated and it can gorge itself no more. At that point, it enters its cancer womb, and submerges itself into the ethereal, evolving, and ultimately bursting forth as a corrupt king.

Combat
A sin eater is not as fond of combat as other demons are. At least, it is not as fond of entering combat itself, as to do so is to risk personal destruction and the end of the black feast. The sin eater far prefers to tempt others into doing its fighting for it, and is as likely to receuit children for this cause as it is to inflame the passions of a mighty warrior. When given an opportunity to use an innocent to defend it in combat, the cunning sin eater will always select the most appropriate guardian from its stock of victims; this does not always not always mean sending a powerful warrior or spellcaster into the fray, as an attack from a knife-wielding toddler can do much to shock and disrupt the plans of even the most hardened demon hunter.

If forced to fight, the sin eater will attack with absolute savagery, attempting to kill one or more of its opponents before fleeing, using a combination of claw attacks and its corrupting soul poison. Should it successfully flee, it will go into hiding for a few months, waiting to see if its soul poison successfully affected any of its attackers.

A sin eater's natural weapons, and any weapons it wields, are considered to be both evil-aligned and chaos-aligned for the purpose of overcoming damage reduction.

Soul Poison (Su): Once per round as a free action, the sin eater can attempt to impregnante a victim with its soul poison. In order to use this ability, the sin eater must be within 30 feet of its target. The targeted being must succeed at a DC 16 Will save or succumb to the poison. Should the victim succeed at his save, he is rendered immune to the effects of soul poison for one full day. Should the victim fail his save, then from that point on the sin eater can see through his eyes at will, and can use its whispered urgings to force him to perform some action, as though by the suggestion spell cast by a 7th level sorcerer. These actions are always sinful and spiritually harmful in nature, as the sin eater feeds on the performance of evil acts. The sin eater might suggest that a victim rob a cart merchant or beat his children when they misbehave. The victim can resist each suggestion with a successful DC 16 Will save, but each time they succumb to the sin eater's whispered suggestions, the DC of the saving throw increases by +1 to a maximum DC of 20. The sin eater can attempt to use its suggestion ability on each of its victims once each day, but each victim can only be forced to commit a sinful act once a week; this means that oince a victim has been successfully affected by a suggestion, it cannot be subject to another for the remainder of the week.

A victim who resists a sin eater's suggestion is not freed from the effects of soul poison, but the DC to resuist the next suggestion is lowered by one. Racj time he successfully resists, the DC is lowered another one point; should the victim successfully lower the DC to 0, he is freed from the effects of soul poison and cannot be affected by it again. Should he fail any of his saves, then the DC to resist the suggestion returns to the base of 16 again.

A sin eater can affect up to twice its Hit Dice in victims at any one time, regardless of their level. Soul poison is a permanent, mind-affecting, compulsion supernatural ability which affects only humanoids. If and when a sin eater is destroyed or banished to its own plane, the victims are instantly released from the effects of soul poison.

The save DCs are Charisma-based.

Sin Eating (Su): A sin eater does not just force victims to sin for its own amusement, though it does enjoy corrupting the innocent immensely. Instead, the sin eater actually feeds on the corruption it causes, stripping off chunks of its hapless victim's souls and sucking them down like wriggling eels.

Each time a victim succumbs to the sin eater's soul poison suggestion, the sin eater gains a point of soul energy. For every five points of soul energy the sin eater drains from a victim, that victim permanently loses 1 point of Constitution; when the victim reaches 0 Constitution, he dies and his soul is permanently destroyed, meaning he cannot be returned to life by any means.

Spirit Dependency (Ex): The sin eater has only a tenouous grasp on the mortal plane. Each day it must expend one point of soul energy to maintain its grip on the mortal world. If it fails to do this, then it is instantly banished to its own plane for a period of no less than ten years. The one benefit the sin eater gains from its spriti dependence is its ability to resist holy energies; a sin eater can expend 5 points of soul energy to gain a +1 profane bonus to all saving throws against divine spells, to a maximum bonus of +5. This bonus to saving throws lasts for a number of rounds equal to 10 + the sin eater's Charisma modifier (typically 14 rounds), then begins to fade at a rate of 1 point per round. A sin eater can expend any number of points of soul energy each day, up to the limits of its stored soul energy.

Evolution (Ex): A sin eater which accumulates a total of 666 points of soul energy is instantly drawn back to the lower planes and subsumed into a cocoon made of pure, evil evergy. If not tracked down and destroyed within a year and a day, it evolves and is reborn as a corrupt king. Finding a sin eater which is undergoing evolution is very difficult, its cocoon grants it absolute immunity to all spells of the divination school.

Spell-Like Abilities (Sp): At will - darkness, dispel magic, invisibility; once per day - greater invisibility, Tasha's hideous laughter (DC 16). Caster level 5th; the save DCs are Charisma-based.

Skills: Sin eaters have a +8 racial bonus to Bluff, Hide, Move Silently, and Sense Motive checks.

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General Rules: Monsters - Demon, Ilkean Abductor

Demon, Ilkean Abductor (adapted from the Book of Eldritch Might III; originally D'Stradi Abductor)
Medium Outsider (Chaotic, Evil)

Hit Dice: 7d8+14 (45 hit points)
Initiative: +7
Speed: 40 feet
Armor Class: 23 (+3 Dexterity, +9 natural); touch 13, flat-footed 19
BAB/Grapple: +7/+11
Attack: Bloodblade +12 melee (1d10+7, slashing, 19-20 x2) or claw +11 melee (1d6+4, piercing and slashing, 20 x2)
Full Attack: Bloodblade +12/+7 melee (1d10+7, slashing, 19-20 x2) and bite +6 melee (1d6+2, bludgeoning, piercing, and slashing, 20 x2) or 2 claws +11 melee (1d6+4, piecing and slashing, 20 x2) and bite +6 melee (1d6+2, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Improved grab, sneak attack, spell-like abilities, summon demon
Special Qualities: Demon traits, DR 10/+1, outsider traits, spell resistance 17
Saves: Fortitude +7, Reflex +8, Will +6
Abilities: Str 18, Int 11, Wis 13, Dex 17, Con 14, Cha 13
Skills: Climb +14, Escape Artist +10, Hide +11, Jump +14, Listen +8, Move Silently +10, Spot +8
Feats: Combat Reflexes, Exotic Weapon Proficiency (Bastard Sword), Improved Initiative
Environment: Any land and underground
Organization: Solitary or gang (3 - 6)
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic evil
Advancement: 8 - 14 Hit Dice (Large); 15 - 21 Hit Dice (Huge)

Gangly creatures that appear at first glance to be all arms and legs, these gaunt demons walk in a crouch, their narrow serpentine faces always nervously looking about. Their scaly flesh runs from a deep green to black. Ilkean abductors are bloodthirsty, conniving, disgusting creatures filled with loathing and hatred. They work alone or in small groups as thieves and kidnappers, often attempting to remove important individuals from the battlefield or to abduct leaders right out of their own homes. Consummate cowards, they teleport away if seriously threatened or intimidated.

They speak Infernal, Kansattish, and Sûlic.

Combat
In combat, the primary tactic of the Ilkean abductor is to teleport in, grab a victim, and teleport away with a captive - usually to a prearranged sealed holding area, where the creature leaves the foe, teleporting again to grab more abductees. if intending to engage in actual combat, they use magical bastard swords called bloodblades, although they still attempt to use their teleporting ability to get into position to make sneak attacks.

Bloodblade: Ilkean abductors use these blades, powered by their own unique blood. This blood tie ensures that they do not function for any other creature other than as +1 bastard swords. In addition to being +1 bastard swords, these weapons are wounding swords that cause a foe to bleed 2 points per round. All Ilkean abductors are proficient with this weapon.

Sneak Attack (Ex): All Ilkean abductors can make sneak attacks like rogues, inflicting an additional +2d6 points of damage.

Spell-Like Abilities (Sp): At will - darkness, cause fear, telekinesis, teleport without error (creatures teleported need not be willing, but they do get a Fortitude save to resist). Caster level 9th; Save DC 11 + spell level.

Summon Demon (Sp): Once per day, an Ilkean abductor can attempt to summon one Ilkean abductor with a 30% chance of success or an Ilkean dancer with a 10% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no demons answer the summons. Summoned demons automatically return whence they came after an hour. A demon that has been summoned cannot use its own summon demon ability. Most demons do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to save their own lives.

Demon Traits: Demons can communicate telepathically with any creature within 100 feet that has a language. Ilkean abductors are immune to electricity and poison and they have acid resistance 20, cold resistance 20, and fire resistance 20.

Outsider Traits: An Ilkean abductor has darkvision with a range of 60 feet. It cannot be raised or resurrected.

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