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Rift_Wolf
2007-03-02, 05:00 PM
This is following on from my Realignment thread as a new form of outsider; a type of reformed devil.

Virtue

Size/Type: Medium Outsider (Chaotic, Extraplanar, Good)
Hit Dice: 5d8+5 (28hp)
Initiative: +1
Speed: 30ft (6 squares) fly 50ft (Average)
AC: 20 (+1 Dex, +9 Natural), touch 11, flat-footed 19
Base Attack/Grapple: +5/+6
Attack: Claw +6 melee (1d6+1)
Full Attack: 2 Claws +6 melee (1d6+1)
Space/Reach: 5ft/5ft
Special attacks: Energy drain, spell-like abilities, fascinate
Special Qualities: Damage reduction 10/cold iron or evil, darkvision 60ft, immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100ft, tongues
Saves: Fort+5, Ref+5, Will+6
Abilities: Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 26
Skills: Bluff+19, Concentration+10, Diplomacy+12, Disguise+17 (+19 acting), Escape Artist+10, Perform (Any musical)+12
Feat: Dodge, Mobility, Persuasive
Environment: Usually cities, sometimes good-aligned planes
Organisation: Solitary, trio (3), troupe (3-4 with 1-4 5th level bards or 1-3 satyrs)
Challenge rating: 7
Treasure Rating: Standard
Alignment: Most likely Chaotic Good (If not, loses chaotic/good subtype)
Advancement: 6-12HD (Medium) (Or by character class, favoured class Bard)
Level Adjustment: +6

A virtue is 6 feet tall in its natural form and weighs about 125 pounds.

Some succubi know the seductive power of music over mortals, and will train themselves to play an instrument, usually a lute, sitar or similar instrument. These succubi are often more humane than their less musically talented sisters; whether they gain compassion through the study of human music or they study human music because they’re more compassionate is an open debate. Many of these devils choose to realign themselves, either to escape the lower planes and their non-acceptance of such placid demon types, or to prove their affinity for musicians.

A virtue in its natural form usually appears as a normal succubus, however it lacks horns and other spiky features of succubi. Virtues of particular divine favour may have their leathery bat wings replaced with brightly coloured parrot-like wings.

The virtue described has been realigned to Chaotic Good by a cleric possessing Chaos and Good domains.

Combat

Virtues are not warriors. They flee combat whenever they can. If forced to fight, they can attack with their claws, but prefer to pacify enemies with their fascinate ability. Virtues use their change shape (http://www.d20srd.org/srd/specialAbilities.htm#changeShape) ability to assume humanoid (http://www.d20srd.org/srd/typesSubtypes.htm#humanoidType) guise, and can maintain this deception indefinitely. When threatened and unable to flee they’ll use their compulsion abilities to pacify the enemy. If this doesn’t work they’ll resort to their energy-draining kiss to incapacitate or weaken the enemy as a last resort.
Energy Drain (http://www.d20srd.org/srd/specialAbilities.htm#energyDrainAndNegativeLevels) (Su (http://www.d20srd.org/srd/specialAbilities.htm#supernaturalAbilities))

A Virtue drains energy from a mortal in the same way as a succubus, by simply planting a kiss on the victim. However, Virtues will only use this ability if other avenues have been exhausted. If the target is not willing to be kissed, the Virtue must start a grapple (http://www.d20srd.org/srd/combat/specialAttacks.htm#grapple), which provokes an attack of opportunity (http://www.d20srd.org/srd/combat/attacksOfOpportunity.htm). The virtues kiss or embrace bestows one negative level (http://www.d20srd.org/srd/specialAbilities.htm#energyDrainAndNegativeLevels) . The kiss also has the effect of a suggestion (http://www.d20srd.org/srd/spells/suggestion.htm) spell, asking the victim to accept another kiss from the virtue. The victim must succeed on a DC 21 Will save (http://www.d20srd.org/srd/combat/combatStatistics.htm#will) to negate the effect of the suggestion (http://www.d20srd.org/srd/spells/suggestion.htm). The DC is 21 for the Fortitude save (http://www.d20srd.org/srd/combat/combatStatistics.htm#fortitude) to remove a negative level. These save DCs are Charisma-based.

Spell-Like Abilities (http://www.d20srd.org/srd/specialAbilities.htm#spellLikeAbilities)

At will—charm monster (http://www.d20srd.org/srd/spells/charmMonster.htm) (DC 22), protection from law, detect thoughts (http://www.d20srd.org/srd/spells/detectThoughts.htm) (DC 20), ethereal jaunt (http://www.d20srd.org/srd/spells/etherealJaunt.htm) (self plus 50 pounds of objects only), suggestion (http://www.d20srd.org/srd/spells/suggestion.htm) (DC 21), greater teleport (http://www.d20srd.org/srd/spells/teleportGreater.htm) (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.
Fascinate (Sp (http://www.d20srd.org/srd/specialAbilities.htm#spellLikeAbilities))

A Virtue skill can use her music or poetics to cause one or more creatures to become fascinated (http://www.d20srd.org/srd/conditionSummary.htm#fascinated) with her. Each creature to be fascinated must be within 90 feet, able to see and hear the Virtue, and able to pay attention to her. The Virtue must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. A Virtue can fascinate two subjects at a time.
To use the ability, the Virtue makes a Perform (http://www.d20srd.org/srd/skills/perform.htm) check. Her check result is the DC for each affected creature’s Will save (http://www.d20srd.org/srd/combat/combatStatistics.htm#will) against the effect. If a creature’s saving throw (http://www.d20srd.org/srd/combat/combatStatistics.htm#savingThrows) succeeds, the virtue cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 5 rounds). While fascinated, a target takes a -4 penalty on skill checks (http://www.d20srd.org/srd/skills/usingSkills.htm#skillChecks) made as reactions, such as Listen (http://www.d20srd.org/srd/skills/listen.htm) and Spot (http://www.d20srd.org/srd/skills/spot.htm) checks. Any potential threat requires the virtue to make another Perform (http://www.d20srd.org/srd/skills/perform.htm) check and allows the creature a new saving throw against a DC equal to the new Perform (http://www.d20srd.org/srd/skills/perform.htm) check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Change Shape (http://www.d20srd.org/srd/specialAbilities.htm#changeShape) (Su (http://www.d20srd.org/srd/specialAbilities.htm#supernaturalAbilities))

A Virtue can assume the form of any Small or Medium humanoid.
Tongues (Su (http://www.d20srd.org/srd/specialAbilities.htm#supernaturalAbilities))

A Virtue has a permanent tongues (http://www.d20srd.org/srd/spells/tongues.htm) ability (as the spell, caster level 12th). Virtues usually use verbal communication with mortals.
Skills

Virtues have a +8 racial bonus on Spot and Listen checks.
*While using her change shape (http://www.d20srd.org/srd/specialAbilities.htm#changeShape) ability, a virtue gains a +10 circumstance bonus (http://www.d20srd.org/srd/theBasics.htm#circumstanceModifier) on Disguise (http://www.d20srd.org/srd/skills/disguise.htm) checks.