Cruel God + Wicked Parents = This template [Archive] - Wizards Community

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Fiery_Overlord

07-10-05, 12:09 AM
WRETCH
No matter the race of both parents, a wretch is always hideous to behold, having a fetid odor, molted sickly colored skin. Wretches are born of those who displease the gods fond of cursing and bring only misery to their parents.

CREATING A WRETCH
“Wretch” is an inherited template that can be added to any giant, humanoid or monstrous humanoid creature with an Intelligence score of 4 or more with parents of nongood alignment (referred to hereafter as the base creature).

A wretch uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to aberration. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged.
Speed: A wretch has malformed limbs and ill fitting joints it has half the standard base moment for its race.
Armor Class: A wretch loses any natural armor inherent to its race, its skin is disgustingly soft.
Attack: A wretch has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the wretch retains this ability. A wretch fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack: A wretch fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack.
Damage: Wretches have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.
Size.........Bite Damage.....Claw Damage
Fine..............1..............—
Diminutive........1d2............1
Tiny..............1d3............1d2
Small.............1d4............1d3
Medium............1d6............1d4
Large.............1d8............1d6
Huge..............2d6............1d8
Gargantuan........3d6............2d6
Colossal..........4d6............3d6

Special Attacks: A wretch retains loses the special attacks of base race but retains ones gained as class abilities and gains the following special attacks.
Blindsense (Ex): Wretches can pinpoint creatures within a distance of 60 feet. Opponents the wretch can’t actually see still have total concealment against the wretch.
Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures that are not wretches within 10 feet must succeed on a 15 + Con modifier DC Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same wretch’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.
Death Curse (Su): Those who kill a wretch suffer from a divine curse that bestows a –6 decrease to an ability score (minimum 1) of the DM‘s choice. This has no save throw and requires direct divine intervention of a deity of equal divine rank as the one who caused the birth of the wretch to lift it.
Horrible Diet (Ex): A wretch always have an appetite for something hard to acquire such as precious metals, gems or the flesh of the race of its parents. The parents are directly responsible for making sure it is feed, if it starves they suffer the effects of the death curse.

Special Qualities: A wretch has all the special qualities of the base creature, plus the following special qualities.
—Apparent Curse: Upon seeing a wretch knowledge-religion DC 10 reveals that a wretch is divine form of punishment and those that kill it will suffer divine wrath. Since it is DC 10 it may be attempted untrained.
—Darkvision out to 60 feet.
—Immunity to poison, mind-affecting effects and disease.
—Resistance to acid 10, cold 10
—A wretch’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Abilities: Modify from the base creature as follows: Str -2, Dex +2, Con +6, Wisdom +2, Cha +2.
Skills: A wretch gains skill points as an aberration and has skill points equal to (2 + Int modifier) x (HD + 3). Do not include Hit Dice from class levels in this calculation—the wretch gains aberration skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class. A wretch has a +8 racial bonus to Intimidate checks against those who know its cursed status.
Challenge Rating: HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.
Alignment: Always evil (any).