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The Demented One
2006-08-26, 05:27 PM
Twilight Creature
For most outsiders, death is not the end. Should their temporal bodies be destroyed, their spirits return to their home plane, and soon reform a new body. As a side effect of this, it is all but impossible to resurrect or reanimate an outsider by magical means. However, for some outsiders, there is such a thing as the grasp of the grave. Outsiders native to the Material Plane–coautls, rakshasas, the planetouched–are mortal, but they can become more. Through the Rite of Twilight, such mortal outsiders can return as deathless or undead creatures.

Creating A Twilight Creature
Twilight is an applied template that can be added to any outsider with the native subtype.

Size and Type
Type changes to deathless if the base creature was good, and undead if the base creature was evil. If the base creature was neutral, it may choose between the two types, though its choice is permanent once made. The base creature gains the augmented and incorporeal subtypes.

Speed
A Twilight creature gains a fly speed equal to its base land speed, with average maneuverability.

Armor Class
A Twilight creature loses any natural attacks it had, but gains a deflection bonus to AC equal to its Cha bonus.

Attack
A Twilight creatures loses any natural weapons it had, but gains an incorporeal touch attack. If the base creature can use weapons, the Twilight creature retains this ability, though it can only use weapons with the ghost touch special ability. A Twilight creature fighting without weapons uses its incorporeal touch when making an attack action or full attack. When it has a weapon, it usually uses the weapon instead. When armed with a weapon and making a full attack, it usually uses the weapon as its primary attack and its incorporeal touch as a secondary natural weapon if it has a hand free.

Damage
Twilight creatures have an incorporeal touch attack. If the base creature does not have this attack form, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater.
{table]
SizeDamage
Fine1
Diminutive1d2
Tiny1d3
Small1d4
Medium1d6
Large1d8
Huge1d10
Gargantuan2d6
Colossal2d8
[/table]
Special Attacks
A Twilight creature retains all the special attacks of the base creature, except those that require it to use its natural attacks or otherwise physically interact with creatures, and also gains up to three of the following special attacks of its choice. Once the choice has been made, it cannot be changed. Some attacks are limited by the type of the Twilight creature; this is noted in their description.

Ability Damage/Drain (Su)
A Twilight creature with this ability causes its choice of 1d6 points of damage or 1d4 points of drain to one ability score of its choice. each time it hits with its incorporeal touch attack. On each such successful attack, it gains 5 temporary hit points. Once the choices of damage or drain and the ability score to be affected has been made, they cannot be changed.

Aligned Attack (Su)
A Twilight creature with this ability chooses one part of its alignment. Its touch attack is treated as a weapon of that alignment for overcoming damage reduction. Its touch deals 2d6 extra points of damage to creatures of the opposite alignment.

Baleful Gaze (Su)
A Twilight creature with this ability can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the creature’s gaze must succeed on a Fortitude save, DC 10 + ½ the Twilight creature’s HD + the the Twilight creature’s Cha modifier, or take 2d10 points of damage and 1d4 points of Charisma damage.

Energy Drain (Su)
Living creatures hit by the incorporeal touch attack of a Twilight creature with this ability gain two negative levels. The DC of the save to remove the negative level is equal to 10 + ½ the Twilight creature’s HD + the the Twilight creature’s Cha modifier. For each such negative level bestowed, the Twilight creature gains 5 temporary hit points. Only undead Twilight creatures may choose this attack.

Frightful Moan (Su)
A Twilight creature can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save, DC 10 + ½ the Twilight creature’s HD + the the Twilight creature’s Cha modifier, or become panicked for 2d4 rounds. This is a sonic, necromantic, mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same creature’s moan for 24 hours.

Ghostly Warrior (Su)
A Twilight creature with this ability may wield any weapon, armor, or shield as if it had the ghost touch special ability.

Horrific Appearance/Glorious Appearance (Su)
Any living creature within 60 feet that views a Twilight creature with this ability must succeed on a Fortitude save, DC 10 + ½ the Twilight creature’s HD + the the Twilight creature’s Cha modifier, or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same creature’s horrific appearance for 24 hours. The Twilight creature may suppress or resume this ability as a free action. Undead Twilight creatures cause this damage through their horrific wretchedness, while undying Twilight creatures cause it through their radiant glory.

Lay on Hands (Su)
A Twilight creature with this ability may lay on hands as a Paladin whose level is equal to its HD. Only undying Twilight creatures may choose this ability.

Telekinesis (Su)
A Twilight creature with this ability can use telekinesis as a standard action (caster level equal to the creature’s HD). When a Twilight creature uses this power, it must wait 1d4 rounds before using it again.

Special Qualities
A Twilight creature retains all the special qualities of the base creature and also gains the following qualities.

Incorporeal Traits
A Twilight creature gains incorporeal traits, which can be found here (http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype).

Undead/Deathless Traits
Depending on its alignment, a Twilight creature gains either undead or deathless traits. Deathless qualities can be found in the Book of Exalted Deeds or the Eberron Campaign Setting. Undead traits can be found here (http://www.d20srd.org/srd/typesSubtypes.htm#undeadType).

Mark of Twilight (Su)
All Twilight creatures bear what is known as the mark of twilight. This grants the creature bonus hp equal to its Charisma modifier times its HD, and grants it a sacred or profane bonus, as appropriate, equal to is Cha modifier on all saves. In addition, if it dies while the mark is still active, it reforms, fully healed, after 1d10 days. A limited wish, miracle, wish, or similar effects can permanently remove the mark of twilight and all its benefits, while a dispel chaos/good/evil/law spell corresponding to the opposite of a Twilight creature’s alignment can disrupt the mark for 1d10 minutes, during which time the creature loses its bonus hp and bonuses to saves, and can be destroyed normally without being able to reform.

Turn Resistance (Ex)
A Twilight creature has turn resistance equal to one-quarter its HD.

Abilities
A Twilight creature does not have a Str or Con score, and its Wis and Cha score each increase by 4.

Challenge Rating
Same as base creature +2

Alignment
Same as base creature.

Level Adjustment
Same as base creature +6.

Becoming a Twilight Creature
To become a Twilight creature, a native outsider must perform the Rite of Twilight. If it has 12 or more HD, it can perform the rite by itself. Otherwise, it must gain the assistance of other native outsiders whose alignments are within one step of its own and whose HD, along with its own, total 15. The rite takes a week, requires the expenditure of 15,000 gp of material components, and requires the creature undergoing the rite to spend 5,000 xp. Once the rite is completed, a dormant mark of twilight forms on the creature. Once it dies, the mark activates, causing it to reform as a Twilight creature within 1d10 days.

Sample Twilight Creature

Twilight Coautl
Size/Type: Large Deathless (Incorporeal, Psionic)
Hit Dice: 9d12+45 (103 hp)
Initiative: +7
Speed: Fly 60 ft. (good)
Armor Class: 21 (-1 size, +3 Dex), touch 12, flat-footed 18
Base Attack/Grapple: +9/–
Attack: Incorporeal touch +11 melee (1d8)
Full Attack: Incorporeal touch +11 melee (1d8)
Space/Reach: 10 ft./5 ft.
Special Attacks: Baleful gaze, glorious appearance, lay on hands, psi-like abilities, spells
Special Qualities: Darkvision 60 ft., deathless traits, change shape, ethereal jaunt, incorporeal traits, mark of twilight, telepathy 90 ft., turn resistance +2
Saves: Fort +13, Ref +14, Will +17
Abilities: Str –, Dex 16, Con –, Int 17, Wis 23, Cha 21
Skills: Concentration +17, Diplomacy +19, Knowledge (any two) +15, Listen +18, Search +15, Sense Motive +18, Spellcraft +15 (+17 scrolls), Spot +18, Survival +6 (+8 following tracks), Tumble +15, Use Magic Device +17 (+19 scrolls)
Feats: Dodge, Empower Spell, Eschew MaterialsB, Hover, Improved Initiative
Environment: Warm forests
Organization: Solitary, pair, or flight (3-6)
Challenge Rating: 12
Treasure: Standard
Alignment: Always lawful good
Advancement: 10-13 HD (Large); 14-27 HD (Huge)
Level Adjustment: +13

Baleful Gaze (Su)
A Twilight Couatl can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet its gaze must succeed on a DC 19 Fortitude save, or take 2d10 points of damage and 1d4 points of Charisma damage.

Glorious Appearance (Su)
Any living creature within 60 feet that views a Twilight Couatl must succeed on a DC 19 Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same coautl’s glorious appearance for 24 hours. The Twilight Couatl may suppress or resume this ability as a free action.

Lay on Hands (Su)
A Twilight Couatl may lay on hands as a 9th level Paladin.

Psi-Like Abilities
At will—aura sight, cloud mind (DC 17), detect psionics, read thoughts (DC 17); 3/day—mental barrier (2 rounds*), psionic plane shift, thought shield (power resistance 19*). Manifester level 9th. The save DCs are Charisma-based.
*Includes augmentation for the psionic couatl’s manifester level.

Spells
A Twilight Couatl casts spells as a 9th-level sorcerer. It can choose its spells known from the sorcerer list, the cleric list, and from the lists for the Air, Good, and Law domains. The cleric spells and domain spells are considered arcane spells for a couatl, meaning that the creature does not need a divine focus to cast them.

Typical Spells Known (6/8/7/7/5; save DC 15 + spell level)
0—cure minor wounds, daze, disrupt undead, light, obscuring mist, ray of frost, read magic, resistance; 1st—endure elements, mage armor, protection from chaos, true strike, wind wall; 2nd—cure moderate wounds, eagle’s splendor, scorching ray, silence; 3rd—gaseous form, magic circle against evil, summon monster III; 4th— charm monster, freedom of movement.

Change Shape (Su)
A Twilight Couatl can assume the form of any Small or Medium humanoid.

Ethereal Jaunt (Su)
This ability works like the ethereal jaunt spell (caster level 16th).

Mark of Twilight (Su)
A Twilight Couatl gains bonus hp equal to its Charisma modifier times its HD, and grants it a sacred bonus equal to its Cha modifier on all saves. In addition, if it dies while the mark is still active, it reforms, fully healed, after 1d10 days. A limited wish, miracle, wish, or similar effects can permanently remove the mark of twilight and all its benefits, while a dispel good or dispel law spell can disrupt the mark for 1d10 minutes, during which time the creature loses its bonus hp and bonuses to saves, and can be destroyed normally without being able to reform.

Telepathy (Su)
A Twilight Couatl can communicate telepathically with any creature within 90 feet that has an Intelligence score. The creature can respond to the couatl if it wishes—no common language is needed.