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Xuldarinar
2015-11-08, 01:14 PM
KYTON, PROSELYTE
This tall, human-like creature has long, feathery wings and flesh that is etched with jagged scars. A profane radiance emanates from it, making it difficult to look directly at.



PROSTELYTE KYTON
CR 15
XP 51,200
LE Medium outsider (angel, evil, extraplanar, kyton, lawful)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +26
Aura protection aura
DEFENSE
AC 29, touch 14, flat-footed 25 (+4 Dex, +15 natural; +4 deflection vs evil)
hp 202 (15d10+120); regeneration 7 (good weapons and spells, silver weapons)
Fort +18, Ref +13, Will +10; +4 vs poison, +4 resistance vs evil
Defensive Abilities uncanny dodge; DR 10/evil; Immune acid, cold, petrification; Resist electricity 10, fire 10; SR 25
OFFENSE
Speed 50., fly 100 ft. (good)
Melee +2 disrupting warhammer +26/+21/+16 (1d8+14/x3 plus stun) or slam +23 (1d8+12)
Special Attacks unnerving gaze (30 ft., DC 23)
Spell-Like Abilities (CL 13th)
-At Will—aid, continual flame, detect evil, discern lies (DC 20), dispel evil (DC 21), dispel magic, holy aura (DC 24), holy smite (DC 20), holy word (DC 23), invisibility (self only), plane shift (DC 23), remove curse, remove disease, remove fear
-7/day—cure light wounds, see invisibility
-1/day—blade barrier (DC 22), heal
STATISTICS
Str 26, Dex 19, Con 25, Int 18, Wis 16, Cha 23
Base Atk +15;CMB +23;CMD 37
Feats Alertness, Cleave, Great Fortitude, Improved Initiative, Iron Will, Power Attack, Toughness, Weapon Focus (warhammer)
Skills Acrobatics +22, Craft (any one) +22, Diplomacy +24, Fly +26, Intimidate +24, Knowledge (planes) +22, Knowledge (religion) +19, Perception +25, Sense Motive +25, Stealth +22
Languages Celestial, Draconic, Infernal; truespeech
SQ Change shape (alter self)
SPECIAL ABILITIES

Stun (Su)
If a proselyte kyton strikes an opponent twice in one round with its war hammer, that creature must succeed on a DC 25 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Unnerving Gaze (Su)
Range 30ft., Will Save (DC 23) negates. A proselyte kyton can make their face resemble an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.
The above creature uses an astral deva as the base creature

The results of ongoing experiments, proselyte kyton are created through nothing short of a prolonged and vile ritual of torture upon a non-kyton outsider. While, atleast for a time, it is clear what the creature once was, their mind and souls are forever changed. Regardless of their origins, the proselyte kyton roams the planes in their often forced lust for suffering, both their own and others.

CREATING A PROSELYTE KYTON
"Proselyte kyton" is an acquired template that can be added to any corporeal non-kyton outsider. A proselyte uses all the base creature's statistics and special abilities except as noted here.

CR: As base creature +1
Alignment: Lawful evil.
Type: The creature loses any alignment subtypes it possessed and gains the evil, kyton, and lawful subtypes. Do not recalculate HD, BAB, or saves.
Defenses/Qualities: Gains Immunity to cold and loses any vulnerability to cold; Regeneration 1/2 HD (minimum 1) that is neutralized by good weapons, good spells, and silver weapons.
Special Attacks: A proselyte kyton gains the following.


Unnerving Gaze (Su)
Range 30ft., Will Save (DC = 10 + 1/2 HD + Charisma modifier) negates. A proselyte kyton can make their face resemble an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect.

Abilities: A proselyte kyton either gains a +2 to any two ability scores or it gains +4 to to any one ability score. A proselyte kyton also takes a -2 penalty to any one ability score.

Xuldarinar
2015-11-09, 08:34 PM
Other examples of proselytes


A tapestry of jagged scars adorn this otherwise beautiful woman's flesh.




PROSTELYTE KYTON

CR 1



XP 400


Proselyte Kyton (Aasimar) cleric 1


LE Medium outsider (evil, kyton, lawful, native)


Init +0; Senses darkvision 60 ft.; Perception +5


DEFENSE


AC 15, touch 10, flat-footed 15 (+5 armor)


hp 12 (1d8+4); regeneration 1 (good weapons and spells, silver weapons)


Fort +5, Ref +0, Will +5


Immune cold Resist acid 5, cold 5, electricity 5


OFFENSE


Speed 30 ft. (20 ft. in armor)


Melee heavy mace -2 (1d8-2)


Ranged light crossbow +0 (1d8/19-20)


Special Attacks channel negative energy (6/day, 1d6, DC 13) unnerving gaze (30 ft., DC 13); bleeding touch (6/day); touch of evil (6/day)


Spell-Like Abilities (CL 1st)


-1/day—daylight


Spells Prepared (CL 1st)


-1st- bane, command, protection from goodD


-0th (at will)bleed, detect magic, guidance


D domain spell; Domains Death, Evil


STATISTICS


Str 6, Dex 10, Con 16, Int 13, Wis 17, Cha 16


Base Atk +0;CMB -1; CMD 9


Feats Command Undead


Skills Diplomacy +9, Heal +7, Knowledge (religion) +5;
Racial Modifiers +2 Diplomacy, +2 Perception


Languages Celestial, Common, Draconic


SPECIAL ABILITIES




Unnerving Gaze (Su)


Range 30ft., Will Save (DC 13) negates. A proselyte kyton can make their face resemble an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.




Twisted horns curl back from the head of this tiny menagerie of mutilation. Thin and wiry, scarred and bruised flesh seems to take up its entire wicked form. Even its wings are not exempt from this, appearing to have been torn only to have been stitched back up countless times.



PROSTELYTE KYTON

CR 3



XP


LE tiny outsider (demon, evil, kyton, lawful, native)


Init +6; Senses darkvision 60 ft.; Perception +6


DEFENSE


AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)


hp 16 (3d10); fast healing 2, regeneration 1 (good weapons and spells, silver weapons)


Fort +3, Ref +5, Will +3


DR 5/cold iron and good; Immune cold, electricity, poison Resist acid 10, cold 10, fire 10


OFFENSE


Speed 20 ft., fly 50 ft. (perfect)


Melee 2 claws +7 (1d3-1 plus poison), bite +7 (1d4-1)


Space 2-1/2 ft.; Reach 0 ft.


Special Attacks unnerving gaze (30 ft., DC ??)


Spell-Like Abilities (CL 20th)


-At will— detect good, detect magic, invisibility (self only)


-1/day— cause fear (30-foot radius, DC 11)


-1/week— commune (six questions)


STATISTICS


Str 8, Dex 14, Con 15, Int 11, Wis 10, Cha 11


Base Atk +3;CMB +0; CMD 12


Feats Improved Initiative, Weapon Finesse


Skills Bluff +6, Fly +20, Intimidate +6, Knowledge (planes) +6, Perception +6, Stealth +16


Languages Abyssal, Common; telepathy (touch)


SQ change shape (2 of the following forms: bat, Small centipede, toad, or wolf; polymorph)


SPECIAL ABILITIES




Poison (Ex)


Claw-injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves.


Unnerving Gaze (Su)


Range 30ft., Will Save (DC 11) negates. A proselyte kyton can make their face resemble an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.




A creature wrought of tortured flames lashes out in blissful agony at all within its reach.




PROSTELYTE KYTON

CR 4



XP 1,200


LE Medium outsider (evil, extraplanar, fire, kyton, lawful)


Init +7; Senses darkvision 60 ft.; Perception +7


DEFENSE


AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)


hp 30 (4d10+8); regeneration 2 (good weapons and spells, silver weapons)


Fort +6, Ref +7, Will +0


Immune elemental traits, cold, fire


OFFENSE


Speed 50 ft.


Melee slam +7 (1d6+1 plus burn)


Special Attacks burn (1d6, DC 14), unnerving gaze (30 ft., DC 14)


STATISTICS


Str 12, Dex 17, Con 14, Int 14, Wis 9, Cha 15


Base Atk +3; CMB +5; CMD 19


Feats Dodge, Improved InitiativeB, Mobility, Weapon FinesseB


Skills Acrobatics +8, Climb +5, Escape Artist +8, Intimidate +7, Knowledge (planes) +1, Perception +7


Languages Ignan


SPECIAL ABILITIES




Burn (Ex)


A proselyte kyton deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.


Unnerving Gaze (Su)


Range 30ft., Will Save (DC 14) negates. A proselyte kyton can make their face resemble an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.




A mangled, three-legged creature stares at you with blood-shot eyes. Its avian head and vaguely humanoid arms bare countless scars, and marks. Blood caked feathers adorn its form, along with metal rings that pierce and bind its neck and limbs tightly. A tentacle extends from its monstrous beak, pierced heavily in a manner as if to keep it from falling apart.




PROSTELYTE KYTON

CR 8



XP 4,800


LE Medium outsider (daemon, evil, extraplanar, kyton, lawful)


Init +7; Senses darkvision 60 ft.; Perception +14


Aura thin air


DEFENSE


AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)


hp 94 (9d10+47); regeneration 4 (good weapons and spells, silver weapons)


Fort +10, Ref +9, Will +7


DR 10/good or silver, Immune acid, cold, disease, death effects, poison; Resist cold 10, electricity 10, fire 10, sonic 30; SR 18


OFFENSE


Speed 30 ft.


Melee 2 claws +13 (1d4+4), tongue +8 (1d6+6/19-20 plus grab)


Space 5 ft.; Reach 5 ft. (10 ft. with tongue)


Special Attacks concussive gasp, constrict (1d6+6), strangle, suffocate, unnerving gaze (30 ft., DC 19)


Spell-Like Abilities (CL 9th; concentration +14)


At will- death knell (DC 17), ghoul touch (DC 17), ray of enfeeblement


3/day- Stinking cloud (DC 18), vampiric touch (DC 18)


1/day- cloudkill (DC 20), summon (level 4, 1d3 lacridaemons 35%)


STATISTICS


Str 19, Dex 17, Con 20, Int 14, Wis 13, Cha 20


Base Atk +9; CMB +13 (+17 grapple); CMD 27


Feats Combat Reflexes, Dodge, Great Fortitude, Improved Critical (tongue), Improved initiative


Skills Climb +16, Diplomacy +17, Intimidate +17, Knowledge (nature) +14, Knowledge (planes) +14, Perception +14, Sense Motive +14, Stealth +15


Languages Abyssal, Draconic, Infernal (cannot speak); telepathy 100 ft.


SQ no breath


SPECIAL ABILITIES




Concussive Gasp (Su)


Once per day, a proselyte kyton can inhale with such sudden force as to evacuate the air in its proximity, causing a sudden wave of air pressure from the implosion. Every creature within 30 feet must make a DC 19 Fortitude save or take 5d6 points of sonic damage and become sickened for 1d4 rounds. Any creature that makes a successful save takes only half damage and is not sickened. A proselyte kyton cannot perform this ability if it is currently grappling a creature with its tongue. The save DC is Constitution-based.


Strangle (Ex)


Proselyte kytons have an unerring talent for seizing their victims by the neck. A creature that is grappled by a proselyte kyton cannot speak or cast spells with verbal components.


Suffocate (Ex)


A creature affected by the kyton’s strangle ability cannot breathe and must hold its breath. Because of the kyton’s thin air aura, this can quickly render an opponent unconscious.


Thin Air (Su)


A proselyte kyton’s aura makes the air around it difficult to breathe. Creatures that need to breathe can only hold their breath half as long as normal while within this aura, and suffer from altitude sickness as if in a low peak or high pass altitude zone.


Unnerving Gaze (Su)


Range 30ft., Will Save (DC 14) negates. A proselyte kyton can make their face resemble an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.




This winged creature's body is marred with countless scars, many from which baleful fire spurts forth. Through many of these scars, rods and chains of blackened metal have been used as piercings along its form, placed as if to hold this almost undeniably demonic monstrosity together.




PROSTELYTE KYTON

CR 21



XP 409,600


LE Large outsider (demon, evil, kyton, lawful, native)


Init +10; Senses darkvision 60 ft., low-light vision, true seeing; Perception +38


Aura flaming body, unholy aura (DC 26)


DEFENSE


AC 35, touch 19, flat-footed 29 (+4 deflection, +6 Dex, +16 natural, -1 size)


hp 390 (20d10+280); regeneration 10 (good weapons and spells, silver weapons)


Fort +30, Ref +16, Will +25


DR 15/cold iron and good; Immune cold, electricity, fire, poison Resist acid 10, cold 10; SR 31


OFFENSE


Speed 40 ft., fly 90 ft. (good)


Melee +1 vorpal unholy longsword +32/+27/+22/+17 (2d6+14), +1 vorpal flaming whip +31/+26/+21 (1d4+8 plus 1d6 fire and entangle) or 2 slams +32 (1d10+13)


Space 10 ft.; Reach 10 ft. (20 ft. with whip)


Special Attacks unnerving gaze (30 ft., DC 28)


Spell-Like Abilities (CL 20th)


-Constant— true seeing, unholy aura (DC 26)


-At will— dominate monster (DC 27), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), power word stun, telekinesis (DC 23)


-3/day— quickened telekinesis (DC 23)


-1/day— blasphemy (DC 25), fire storm (DC 26) implosion (DC 27), summon (level 9, any 1 CR 19 or lower demon 100%)


STATISTICS


Str 37, Dex 23, Con 38, Int 24, Wis 24, Cha 27


Base Atk +20;CMB +34; CMD 54


Feats Cleave, Combat Reflexes, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword)


Skills Acrobatics +26, Bluff +31, Diplomacy +31, Fly +31, Intimidate +31, Knowledge (history) +27, Knowledge (nobility) +27, Knowledge (planes) +30, Knowledge (religion) +27, Perception +38, Sense Motive +30, Stealth +25, Use Magic Device +31;
Racial Modifiers +8 Perception


Languages Abyssal, Celestial, Draconic; telepathy 100 ft.


SQ death throes, vorpal strike, whip mastery


SPECIAL ABILITIES




Death Throes (Su)


When killed, a proselyte kyton explodes in a blinding flash of fire that deals 100 points of damage (half fire, half unholy damage) to anything within 100 feet (Reflex DC 34 halves). The save DC is Constitution-based.


Entangle (Ex)


If a proselyte kyton strikes a Medium or smaller foe with its whip, the proselyte kyton can immediately attempt a grapple check without provoking an attack of opportunity. If the proselyte kyton wins the check, it draws the foe into an adjacent square. The foe gains the grappled condition, but the proselyte kyton does not.


Flaming Body (Su)


A proselyte kyton's body is covered in dancing flames. Anyone striking a proselyte kyton with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples a proselyte kyton or is grappled by one takes 6d6 points of fire damage each round the grapple persists.


Unnerving Gaze (Su)


Range 30ft., Will Save (DC 28) negates. A proselyte kyton can make their face resemble an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.


Vorpal Strike (Su)


Any slashing weapon a proselyte kyton wields (including its standard longsword and whip) gains the vorpal weapon quality. Weapons retain this quality for one hour after the proselyte kyton releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.


Whip Mastery (Ex)


A proselyte kyton treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe's armor.

Zhentarim
2015-11-09, 11:14 PM
Review in progress.

Debihuman
2015-11-10, 04:46 AM
CR: As base creature +1

Templates should state whether you recalculate BAB/Saves/AC, etc., especially for this one since this template adds to abilities.

Abilities: A proselyte kyton either gains +2 to any two ability scores or it gains +4 to any one ability score.

Xuldarinar
2015-11-10, 09:55 AM
Thats a great help actually, or at least a start anyways, thank you.

I did think of adding one thing to the template, in the form of a Wis Penalty. This wouldn't rule out one using the bonus on wisdom for a net bonus, or to balance it out, but it is simply a thought.

Xuldarinar
2015-12-10, 12:41 AM
Digging this up because I want to get some more feedback on it, and turn out some creatures with the template. Already put up one (though what CR do you get if you add a +1 to 1/2, 1 or 2?), and I intend to periodically add more. If anyone has any suggestions for ones to turn into these.. things, then I'd be happy to put it up.

inuyasha
2015-12-10, 11:44 AM
Hey man, just noticed this cool template, I may just use it for an adventure I have coming up. As for what happens when you add it to a CR 1/2, 1, or 2 creature. I believe that 1/2 will make it CR 1 because you'd normally get 1.5, and the 3.5 DMG says to always round numbers down. I don't know about pathfinder in this case, but I think it's a safe bet.

So altogether this is a really nice template, and I do like the idea of a wisdom penalty, but you could even have them pick what score to decrease by 2 (or sacrifice one +2 bonus to balance it out). The reason for this being that the torture could make someone insane (wisdom penalty), scarred and sickly (constitution penalty), flay away muscle (strength penalty), leak out brains due to trepanning (intelligence penalty), etc.

Would you mind if I posted an example possibly soon?

Xuldarinar
2015-12-10, 11:49 AM
Hey man, just noticed this cool template, I may just use it for an adventure I have coming up. As for what happens when you add it to a CR 1/2, 1, or 2 creature. I believe that 1/2 will make it CR 1 because you'd normally get 1.5, and the 3.5 DMG says to always round numbers down. I don't know about pathfinder in this case, but I think it's a safe bet.

So altogether this is a really nice template, and I do like the idea of a wisdom penalty, but you could even have them pick what score to decrease by 2 (or sacrifice one +2 bonus to balance it out). The reason for this being that the torture could make someone insane (wisdom penalty), scarred and sickly (constitution penalty), flay away muscle (strength penalty), leak out brains due to trepanning (intelligence penalty), etc.

Would you mind if I posted an example possibly soon?

Thank you. I wasn't quite sure about that and couldn't find any information regarding it. But then again, how often does that come up?

I'll add a -2 penalty of choice, and adjust the example creatures as appropriate. (Done)

As far as posting an example, knock yourself out.

inuyasha
2015-12-10, 02:20 PM
I figured this one would make for a fun experiment...
Efreeti, Kyton Proselyte
Size/Type: Large Outsider (Evil, Kyton, Extraplanar, Fire, Lawful)
Hit Dice: 10d8+30 (85 HP)
Initiative: +7
Speed: 20ft, Fly 40ft (perfect)
Armor Class: 18 (-1 size, +3 dex, +6 natural)
BaB: +10/+20
Attacks: Slam +15 (1d8+6 plus 1d6 fire)
Full Attack: 2 Slam +15 (1d8+6 plus 1d6 fire)
Space/Reach: 10ft/10ft.
Special Attacks: Change Size, Heat, Spell like abilities, Unnerving Gaze
Special Qualities: Change Shape, Darkvision 60ft, Immunity to Fire and Cold, Plane Shift, Telepathy 100ft, Regeneration 5 (Good & Silver)
Saves: Fortitude +9 Reflex +10 Will +9
Abilities: Str 23 Dex 17 Con 16 Int 10 Wis 15 Cha 17
Skills: Bluff +16, Craft (Any One) +13, Concentration +16, Diplomacy +7, Disguise +2 (+4 acting), Intimidate +18, Listen +15, Move Silently +16, Sense Motive +9, Spellcraft +6, Spot +15
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Quicken Spell Like Ability (scorching ray)
Environment: Plane of Shadow or the Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 9
Treasure: Standard coins, double goods, standard items
Alignment: Always lawful evil
Advancement: 11-15 HD (Large), 16-30 HD (Huge)
Level Adjustment --
A terrifying black smoke flies from the lamp, and seems to twitch on its’ own as if expressing agony. Before your eyes it forms into a man of brass with horns and a tale, his entire body covered in scars that resemble rough lines drawn with thick charcoal. The body is poked with barbs and scraps of jagged metal, and his eyes are dull, a third one adorning his forehead that leaks with wispy black fluids

In an effort to access the powerful magic of the efreeti, specifically their wishing power, kytons have begun to inflict their torturous activities upon them. The result was a partial success, though the efreet is now a kyton, no longer bound to the elemental forces it was born from, it is now a terrifying creature that scares even other kytons with it’s fury

Combat
These powerful creatures enjoy combat, inflicting pain and burning upon their enemies. They will attack obviously religious individuals first, as they enjoy denying someone the strength and hope granted by their god.


Change Size (Sp):
Twice per day an efreet can magically change people’s size. This works like reduce person or enlarge person as the spell, except the spell can also affect the efreet. A DC 14 saving throw negates the affect, the DC is charisma based.

Heat (Ex):
An efreet deals an extra 1d6 fire damage when it hits in melee, and for every round it holds a grapple

Spell Like Abilities (Su):
At Will—Detect Magic, Produce Flame, Pyrotechnics (DC 15), Scorching Ray (one ray only); 3/day—Invisibility, Wall of Fire (DC 17); 1/day—Grant up to 3 wishes to a non-genie, Gaseous form, Permanent Image (19). CL 12th, the DC’s are charisma based

Change Form (Su):
An Efreeti can assume the form of any small, medium,or large humanoid or giant.

Unnerving Gaze (Su)
Range 30ft., Will Save (DC 18, charisma based) negates. A proselyte kyton efreet can make their face resemble an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect.

*Bonuses are to charisma and constitution as the treatment upon an efreeti has made it terrifying and resilient in the extreme, however the trepanation inflicted upon it has penalized its intelligence score.

Xuldarinar
2015-12-10, 05:29 PM
I figured this one would make for a fun experiment...
Efreeti, Kyton Proselyte
Size/Type: Large Outsider (Evil, Kyton, Extraplanar, Fire, Lawful)
Hit Dice: 10d8+30 (85 HP)
Initiative: +7
Speed: 20ft, Fly 40ft (perfect)
Armor Class: 18 (-1 size, +3 dex, +6 natural)
BaB: +10/+20
Attacks: Slam +15 (1d8+6 plus 1d6 fire)
Full Attack: 2 Slam +15 (1d8+6 plus 1d6 fire)
Space/Reach: 10ft/10ft.
Special Attacks: Change Size, Heat, Spell like abilities, Unnerving Gaze
Special Qualities: Change Shape, Darkvision 60ft, Immunity to Fire and Cold, Plane Shift, Telepathy 100ft, Regeneration 5 (Good & Silver)
Saves: Fortitude +9 Reflex +10 Will +9
Abilities: Str 23 Dex 17 Con 16 Int 10 Wis 15 Cha 17
Skills: Bluff +16, Craft (Any One) +13, Concentration +16, Diplomacy +7, Disguise +2 (+4 acting), Intimidate +18, Listen +15, Move Silently +16, Sense Motive +9, Spellcraft +6, Spot +15
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Quicken Spell Like Ability (scorching ray)
Environment: Plane of Shadow or the Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 9
Treasure: Standard coins, double goods, standard items
Alignment: Always lawful evil
Advancement: 11-15 HD (Large), 16-30 HD (Huge)
Level Adjustment --
A terrifying black smoke flies from the lamp, and seems to twitch on its’ own as if expressing agony. Before your eyes it forms into a man of brass with horns and a tale, his entire body covered in scars that resemble rough lines drawn with thick charcoal. The body is poked with barbs and scraps of jagged metal, and his eyes are dull, a third one adorning his forehead that leaks with wispy black fluids

In an effort to access the powerful magic of the efreeti, specifically their wishing power, kytons have begun to inflict their torturous activities upon them. The result was a partial success, though the efreet is now a kyton, no longer bound to the elemental forces it was born from, it is now a terrifying creature that scares even other kytons with it’s fury

Combat
These powerful creatures enjoy combat, inflicting pain and burning upon their enemies. They will attack obviously religious individuals first, as they enjoy denying someone the strength and hope granted by their god.


Change Size (Sp):
Twice per day an efreet can magically change people’s size. This works like reduce person or enlarge person as the spell, except the spell can also affect the efreet. A DC 14 saving throw negates the affect, the DC is charisma based.

Heat (Ex):
An efreet deals an extra 1d6 fire damage when it hits in melee, and for every round it holds a grapple

Spell Like Abilities (Su):
At Will—Detect Magic, Produce Flame, Pyrotechnics (DC 15), Scorching Ray (one ray only); 3/day—Invisibility, Wall of Fire (DC 17); 1/day—Grant up to 3 wishes to a non-genie, Gaseous form, Permanent Image (19). CL 12th, the DC’s are charisma based

Change Form (Su):
An Efreeti can assume the form of any small, medium,or large humanoid or giant.

Unnerving Gaze (Su)
Range 30ft., Will Save (DC 18, charisma based) negates. A proselyte kyton efreet can make their face resemble an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect.

*Bonuses are to charisma and constitution as the treatment upon an efreeti has made it terrifying and resilient in the extreme, however the trepanation inflicted upon it has penalized its intelligence score.


Well, that creature looks fun. I think its a great contribution, and an interesting possibility under the template. I wonder how a party would react with that coming out of a lamp.

inuyasha
2015-12-10, 06:34 PM
Thanks! I know I'd be terrified...

By the way, the Fire Elemental still has vulnerability to cold in its stat block.

Xuldarinar
2015-12-10, 08:02 PM
Thanks! I know I'd be terrified...

By the way, the Fire Elemental still has vulnerability to cold in its stat block.

Im well aware. I could find no rule regarding the removal of vulnerability when an immunity is added , so to my knowledge it maintains both immunity and vulnerability. Its immune to cold, but if something manages to ignore that immunity, it takes extra damage. If there is something somewhere, then I'll gladly correct it.

inuyasha
2015-12-10, 10:17 PM
Oh alright, well with that in mind I'll add vulnerability to cold back to the efreet

Debihuman
2015-12-11, 02:05 AM
I think you should change the template that it removes cold vulnerability rather than add it back to the monsters since you added cold immunity.

Xuldarinar
2015-12-11, 02:13 AM
I think you should change the template that it removes cold vulnerability rather than add it back to the monsters since you added cold immunity.

Thats actually a pretty good idea. Done.

inuyasha
2015-12-11, 12:52 PM
I just thought of another outsider to use for this template... I've never actually used a lillend but with this template added on I might just consider it.

Lillend, Kyton Proselyte
Size/Type: Large Outsider (Evil, Law, Extraplanar, Kyton)
Hit Dice: 7d8+14 (45 HP)
Initiative: +3
Speed: 20ft, fly 70ft (average)
Armor Class: 17 (-1 size, +3 dex, +5 natural)
BaB: +7/+16
Attacks: Short Sword +10 melee (1d8+4, 19-20)
Full Attack: Short Sword +10 melee (1d8+4, 19-20), and tail slap +5 melee (2d6+2)
Space/Reach: 10ft/10ft
Special Attacks: Constrict 2d6+4, improved grab, spells, spell like abilities, unnerving gaze
Special Qualities: Darkvision 60ft, immunity to poison and cold, resistance to fire 10
Saves: Fort +7, Ref +10, Will +8
Abilities: Strength 18, Dex 17, Con 15, Int 14, Wis 16, Cha 22
Skills: Appraise +12, Concentration +12, Diplomacy +18, Knowledge (arcana) +12, Listen +13, Perform (any one) +16, Sense motive +13, Spellcraft +14, Spot +13, Survival +17
Feats: Combat Casting, Extend Spell, Lightning reflexes
Environment: Plane of Shadow
Organization: Solitary or Covey (2-4)
Challenge Rating: 8
Treasure: Standard
Alignment: Always lawful evil
Advancement: 8-10 HD large, 11-21 HD huge
Level Adjustment --
Thrashing around in the air wildly, this foul creature resembles a bloody, scarred snake from the waist down. It’s upper body resembles that of a woman that was once beautiful, now scarred with surgical marks, her skin pale like a corpse, but also hanging as if there was once more flesh underneath it.

These pitiful things are the result of the kytons proselytizing a lillend, flaying away her muscle and leaving her with scars and pale dead skin. They enjoy tempting mortals with their magic, though they have little to offer but death and pain.

Combat
These creatures enjoy combat, holding and charming obviously magical targets and constricting the life out of fighters that come too close.

Constrict (Ex):
A lillend deals 2d6+5 damage with a grapple check. This uses their lower body so they may not move while constricting, but they may use their short sword

Improved Grab (Ex):
To use this ability, a lillend must hit with its tail attack, and it may attempt to start a grapple as a free action. If it wins the grapple check it may constrict

Spells:
A lillend casts spells as a 6th level bard.
Typical Bard Spells Known (3/4/3; save DC 16+spell level)
0—dancing lights, daze, detect magic, lullaby, mage hand, read magic; 1st—charm person, cure light wounds, identify, sleep; 2nd—hold person, invisibility, sound burst

Spell Like Abilities:
3/day—darkness, hallucinatory terrain (DC 20), knock, light; 1/day—charm person (DC 17), speak with animals, speak with plants, CL 10th, the DCs are charisma based
A lillend also has the bardic music ability as a 6th level bard

Unnerving gaze (Su):
Range 30ft., Will Save (DC 19) negates. A proselyte kyton can make their face resemble an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect.

Skills:
Lillends have a +4 racial bonus on survival checks

*The bonus is to charisma, and the penalty is to strength as muscle is cut away and the lillend becomes thin and haunting.

Xuldarinar
2015-12-11, 01:12 PM
I just thought of another outsider to use for this template... I've never actually used a lillend but with this template added on I might just consider it.

Lillend, Kyton Proselyte
Size/Type: Large Outsider (Evil, Law, Extraplanar, Kyton)
Hit Dice: 7d8+14 (45 HP)
Initiative: +3
Speed: 20ft, fly 70ft (average)
Armor Class: 17 (-1 size, +3 dex, +5 natural)
BaB: +7/+16
Attacks: Short Sword +10 melee (1d8+4, 19-20)
Full Attack: Short Sword +10 melee (1d8+4, 19-20), and tail slap +5 melee (2d6+2)
Space/Reach: 10ft/10ft
Special Attacks: Constrict 2d6+4, improved grab, spells, spell like abilities, unnerving gaze
Special Qualities: Darkvision 60ft, immunity to poison and cold, resistance to fire 10
Saves: Fort +7, Ref +10, Will +8
Abilities: Strength 18, Dex 17, Con 15, Int 14, Wis 16, Cha 22
Skills: Appraise +12, Concentration +12, Diplomacy +18, Knowledge (arcana) +12, Listen +13, Perform (any one) +16, Sense motive +13, Spellcraft +14, Spot +13, Survival +17
Feats: Combat Casting, Extend Spell, Lightning reflexes
Environment: Plane of Shadow
Organization: Solitary or Covey (2-4)
Challenge Rating: 8
Treasure: Standard
Alignment: Always lawful evil
Advancement: 8-10 HD large, 11-21 HD huge
Level Adjustment --
Thrashing around in the air wildly, this foul creature resembles a bloody, scarred snake from the waist down. It’s upper body resembles that of a woman that was once beautiful, now scarred with surgical marks, her skin pale like a corpse, but also hanging as if there was once more flesh underneath it.

These pitiful things are the result of the kytons proselytizing a lillend, flaying away her muscle and leaving her with scars and pale dead skin. They enjoy tempting mortals with their magic, though they have little to offer but death and pain.

Combat
These creatures enjoy combat, holding and charming obviously magical targets and constricting the life out of fighters that come too close.

Constrict (Ex):
A lillend deals 2d6+5 damage with a grapple check. This uses their lower body so they may not move while constricting, but they may use their short sword

Improved Grab (Ex):
To use this ability, a lillend must hit with its tail attack, and it may attempt to start a grapple as a free action. If it wins the grapple check it may constrict

Spells:
A lillend casts spells as a 6th level bard.
Typical Bard Spells Known (3/4/3; save DC 16+spell level)
0—dancing lights, daze, detect magic, lullaby, mage hand, read magic; 1st—charm person, cure light wounds, identify, sleep; 2nd—hold person, invisibility, sound burst

Spell Like Abilities:
3/day—darkness, hallucinatory terrain (DC 20), knock, light; 1/day—charm person (DC 17), speak with animals, speak with plants, CL 10th, the DCs are charisma based
A lillend also has the bardic music ability as a 6th level bard

Unnerving gaze (Su):
Range 30ft., Will Save (DC 19) negates. A proselyte kyton can make their face resemble an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect.

Skills:
Lillends have a +4 racial bonus on survival checks

*The bonus is to charisma, and the penalty is to strength as muscle is cut away and the lillend becomes thin and haunting.


It certainly adds an interesting twist to most creatures, doesn't it? I never gave that creature a second glance before, but now.. It has a distinct unpleasant place.




I've added two demons thus far converted by the template, a quasit and a balor.

A quasit proselyte kyton could be a tortured quasit, or could be a cast off piece of an abyss touched soul. Perhaps even through the torture, the soul broke down into several quasits.

A balor, on the other hand, would be an extreme case. Not something they'd likely get a hold of, but if they did.. I wouldn't want to meet it. It actually places the balor into the CR range for a balor lord.


Through this toying with the template, i've a goal set before me. A proselyte kyton for every challenge rating from 1 to 21.

inuyasha
2015-12-11, 01:23 PM
Hmm, quite an interesting challenge. Don't be surprised if I contribute hahah!

I've always been a huge fan of kytons, and I completely love what pathfinder has done with them, including the fixing of my one problem with their representation (they've always been dumb...). I have another strange one I may be adding soon, and I'll post it when it's done.

By the way, feel free to add my creatures to the examples post if you want.

inuyasha
2015-12-16, 10:33 PM
Finally I got this done! I've been wanting to make it for a little while now. I like the mental imagery of this template applied to celestials.

Lantern Archon, Kyton Proselyte
Size/Type: Small Outsider [evil, law, kyton, extraplanar]
Hit Dice: 1d8
Initiative: +4
Speed: Fly 60ft. (perfect)
Armor Class: 15 (+1 size, +4 natural)
BaB: +1/-8
Attacks: Light Ray +2 ranged touch (1d6)
Full Attack: 2 Light Rays +2 ranged touch (1d6)
Space/Reach: 5/5ft.
Special Attacks: Spell-Like Abilities, Light Ray, Unnerving Gaze
Special Qualities: Aura of Menace, DR 10/evil and magic, Darkvision 60ft, Immunity to electricity, cold, and polymorphing, Magic Circle Against Evil, Teleport, Tongues, Regeneration 1 [good and silver]
Saves: Fortitude +2 Reflex +2 Will +2
Abilities: Str 1 Dex 11 Con 10 Int 10 Wis 11 Cha 8
Skills: Knowledge (The Planes) +5, Listen +5, Spot +5, Sense Motive +5, Concentration +5, Diplomacy +4, Intimidate +4, Bluff +4
Feats: Improved Initiative
Environment: The plane of shadow
Organization: Single, Pair, Squad (3-6)
Challenge Rating: 3
Treasure: None
Alignment: Always Lawful Evil
Advancement: 2-4 HD (small)
Level Adjustment --
A puff of gray smoke that struggles to envelop a wild, clashing ball of light, this pitiful creature thrashes uselessly throughout the air, screams and shrieks erupt from it constantly. A faint human face can be seen if the thing is studied carefully, but it is consumed by the smoke in a mere moment

Nobody knew that the kytons could inflict their tortures on lantern archons, but they did. The results are a pitiful creature that has been awakened to its new existence of eternal pain, rising above the intelligence of a common lantern archon, but only by enough to make it as smart as a human. This “awakening” has killed all the grace and kindness that once resided within it.

Combat
Though cowardly, these creatures do enjoy it when they get to cause damage in combat, their shrieking getting intermixed with cackles and choking noises.

Spell-Like Abilities:
At Will—Continual Flame, Aid, Detect Evil, CL 3rd

Light Ray (Ex):
The light ray attack ignores any kind of damage reduction

Aura of Menace (Su):
Will DC 12 negates.

Unnerving Gaze (Su):
DC 9 negates.

Xuldarinar
2015-12-16, 11:55 PM
Finally I got this done! I've been wanting to make it for a little while now. I like the mental imagery of this template applied to celestials.

Lantern Archon, Kyton Proselyte
Size/Type: Small Outsider [evil, law, kyton, extraplanar]
Hit Dice: 1d8
Initiative: +4
Speed: Fly 60ft. (perfect)
Armor Class: 15 (+1 size, +4 natural)
BaB: +1/-8
Attacks: Light Ray +2 ranged touch (1d6)
Full Attack: 2 Light Rays +2 ranged touch (1d6)
Space/Reach: 5/5ft.
Special Attacks: Spell-Like Abilities, Light Ray, Unnerving Gaze
Special Qualities: Aura of Menace, DR 10/evil and magic, Darkvision 60ft, Immunity to electricity, cold, and polymorphing, Magic Circle Against Evil, Teleport, Tongues, Regeneration 1 [good and silver]
Saves: Fortitude +2 Reflex +2 Will +2
Abilities: Str 1 Dex 11 Con 10 Int 10 Wis 11 Cha 8
Skills: Knowledge (The Planes) +5, Listen +5, Spot +5, Sense Motive +5, Concentration +5, Diplomacy +4, Intimidate +4, Bluff +4
Feats: Improved Initiative
Environment: The plane of shadow
Organization: Single, Pair, Squad (3-6)
Challenge Rating: 3
Treasure: None
Alignment: Always Lawful Evil
Advancement: 2-4 HD (small)
Level Adjustment --
A puff of gray smoke that struggles to envelop a wild, clashing ball of light, this pitiful creature thrashes uselessly throughout the air, screams and shrieks erupt from it constantly. A faint human face can be seen if the thing is studied carefully, but it is consumed by the smoke in a mere moment

Nobody knew that the kytons could inflict their tortures on lantern archons, but they did. The results are a pitiful creature that has been awakened to its new existence of eternal pain, rising above the intelligence of a common lantern archon, but only by enough to make it as smart as a human. This “awakening” has killed all the grace and kindness that once resided within it.

Combat
Though cowardly, these creatures do enjoy it when they get to cause damage in combat, their shrieking getting intermixed with cackles and choking noises.

Spell-Like Abilities:
At Will—Continual Flame, Aid, Detect Evil, CL 3rd

Light Ray (Ex):
The light ray attack ignores any kind of damage reduction

Aura of Menace (Su):
Will DC 12 negates.

Unnerving Gaze (Su):
DC 9 negates.



..What have I done..? What have you done? That poor lantern archon..


I love it. Thank you for your contribution.

inuyasha
2015-12-17, 11:20 AM
Heheh thanks, also, do you mind if I maybe put the first half of that response in my signature?

Xuldarinar
2015-12-17, 11:56 AM
Heheh thanks, also, do you mind if I maybe put the first half of that response in my signature?

Knock yourself out.

Xuldarinar
2016-08-06, 12:18 PM
Bringing this up, and going to recommend a product:

In horror adventures there is a template not too different in purpose from this one, though it is tuned to humanoids and monstrous humanoids rather than outsiders. If you like the idea of that, and other things of horror, I highly recommend getting the book.

Zhentarim
2016-09-23, 12:18 AM
..What have I done..? What have you done? That poor lantern archon..


I love it. Thank you for your contribution.

so bad its good

inuyasha
2016-09-23, 06:17 PM
I just realized I never replied to this thread the last time it was brought up.

To be honest Xuldarinar, I like this template a lot more than the one in Horror Adventures. As much as I like that book, I don't think that its Kyton template is interesting enough, and I like the idea that outsiders can be warped through the torture of the Kytons.