| Post/Author/DateTime | Post |
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| Nilbog06-30-07, 12:20 AM | Spawn of Torment A spawn of torment is a creature that has been subjected to massive and painful transformations. Its body is weakened, but it should not be underestimated. Its mind has become insane and evil. It resembles a hideously wounded version of the base creature, with films covering the wounds and extra organs such as eyes and tongues inserted in unusual places. The transformations and malign experiments that create a spawn of torment are usually performed by demons. Creating A Spawn of Torment "Spawn of torment" is an acquired template that can be added to any humanoid (the base creature). Size and Type The creature’s type changes to aberration (augmented humanoid). Do not recalculate base attack bonus, saves, or skills. Armor Class Natural armor bonus increases by +2. The spawn's flesh is toughened by its torments. Attacks A spawn of torment loses all its normal attacks. It gains a slam attack. Spawn Size Slam Damage Fine 1 Diminutive 1d2 Tiny 1d3 Small 1d4 Medium 1d6 Large 1d8 Huge 2d6 Gargantuan 2d8 Colossal 4d6 Damage A slam attack deals damage depending on the spawn’s size. Special Attacks A spawn of torment loses supernatural or spell-like special attacks of the base creature. It retains any extraordinary special attacks. Special Qualities A spawn of torment loses supernatural or spell-like special qualities of the base creature. It retains any extraordinary special qualities. Pained (Ex): Spawn of torment suffer a -2 penalty to any skill checks not based on Strength or Constitution. Abilities A spawn’s Strength and Dexterity decrease by 2. Environment As base creature. Organization Solitary or troupe (2-5 plus 1 son of torment). Challenge Rating As base creature. Treasure None. Alignment Always evil (any). Level Adjustment —. |
| sensestaker06-30-07, 12:35 AM | Because it can only be added to humanoids, and most humaniods don't have significant SU abilities to lose, and the slam and Natural armor balance out the Str and Dex penalty (more or less), I'd give it a CR mod of +0 instead of -2. Just out of curiosity, what situation do you see someone using this template in? And what's a Son of Torment? |
| Nilbog06-30-07, 10:54 PM | Because it can only be added to humanoids, and most humaniods don't have significant SU abilities to lose, and the slam and Natural armor balance out the Str and Dex penalty (more or less), I'd give it a CR mod of +0 instead of -2. Just out of curiosity, what situation do you see someone using this template in? And what's a Son of Torment? OK, changed it. These are going to be a set of horror-type monsters. The Son of Torment is coming (very) soon. |
| Nilbog06-30-07, 11:14 PM | What would an appropriate CR be? Son of Torment Large Aberration Hit Dice: 9d8+54 (94 hp) Initiative: +0 Speed: 40 ft. (8 squares), swim 30 ft., fly 30 ft. (clumsy) Armor Class: 18 (–1 size, +9 natural), touch 9, flat-footed 18 Base Attack/Grapple: +6/+20 Attack: Claw +16 melee (2d6+10) Full Attack: 2 claws +16 melee (2d6+10), 2 bites +10 melee (1d6+5) Space/Reach: 10 ft./10 ft. Special Attacks: Breath weapon, inflict pain Special Qualities: Darkvision 60 ft., DR 10/magic, fast healing 2, resistance to acid 20 and cold 10, twisted soul Saves: Fort +10, Ref +3, Will +8 Abilities: Str 30, Dex 10, Con 22, Int 12, Wis 15, Cha 19 Skills: Listen +14, Spot +14, Swim +30 Feats: Ability Focus (inflict pain), Alertness, Great Fortitude, Weapon Focus (claw) Environment: Any Organization: Solitary or troupe (1 plus 2-5 spawn of torment) Challenge Rating: 8 Treasure: Standard Alignment: Usually chaotic evil Advancement: 10–20 HD (Large); 21–29 HD (Huge) Level Adjustment: — A son of torment was once a spawn of torment. It has now been transformed so completely that only its basic, vaguely humanoid form remains. No signs of its original personality or features are still present. The wounds of the spawn of torment have been transformed into toothy, gaping mouths. Its arms are now huge, immensely powerful, and armed with long, rending claws. Flaps of loose skin have magically been thickened and enlarged, forming fan-like wings useful both for swimming and flying. The son of torment becomes even more evil. The demonic evil powers that institute the transformation of humanoids into children of torment have now grafted the soul of an utterly evil demon over the tortured human soul, now evil and insane itself. Sons of torment speak Common and Undercommon. COMBAT A son of torment is intelligent enough to use tactics. If it gains surprise or can attack from ambush, it will attempt to engage spellcasters in melee. If it fails to do so, it will distract spellcasters with its inflict pain ability. Breath Weapon (Su): Three times per day, a son of torment can breathe a 40-foot cone of corrosive yellow mist. It inflicts 8d8 points of acid damage, and creatures within the cone are sickened for 2d4 rounds. A successful Reflex save (DC 20) halves the damage and negates the sickening effect. The save DC is Constitution-based. Inflict Pain (Su): A son of torment can inflict hideous pain upon a victim three times per day. The pain is so intense that all actions are hindered. The victim must make a Will save (DC 20) or suffer a -4 penalty on attack rolls, saves, and skill checks for 9 rounds. In addition, the victim must make a Concentration check (DC 20) to cast spells while under the effect of inflict pain. Twisted Soul (Su): A son of torment's two souls, human and demonic, fight constantly for dominance. Therefore, it suffers a -2 racial penalty on Wisdom-based skill checks. |
| sensestaker07-01-07, 11:48 PM | Looks 8ish to me. AC is a little low for 8, but it has good special abilities. |