The Vorpal Tribble
2008-02-27, 06:22 PM
Hellgilt
http://www.fileden.com/files/2006/7/30/148015/Golden.jpg
When a being in life dedicated themselves body, mind and soul to the pursuit of wealth above all else and then died seeking it, their greed marks them as they descend to the lower planes. These special souls are gathered within Gehenna for a special task; that of guarding the unholy treasures of the plane and forever seeking to increase the trove they protect.
They are subjected to horrible torture as their spirit is dipped in molten gold heated by the volcanic hellfire until their very souls become permanently bound within the mixture. They then rise up, the gold firming but never fully hardening, but kept flexible and partially amorphous, though bits such as claws, teeth and scales can be hardened at will. Gems and other precious things are embedded within them, and they are branded with an unremovable symbol of their position; to protect the wealth of their masters or gather more to add to it, even if it means the destruction of their souls.
-=-=-=-=-=-
Sample Hellgilt Creature
Hellgilt Ethereal Filcher
Medium Construct (evil, extraplanar)
Hit Dice: 5d10+20 (47 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +3/+5
Attack: Bite +5 melee (1d4+2) or slam +5 melee (1d4+2)
Full Attack: Bite +5 melee (1d4+2) or slam +5 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of greed, golden haze, touch of midas
Special Qualities: Conductor, construct traits, darkvision 60 ft., detect magic, ethereal jaunt, golden senses, immunity to cold, low-light vision, resistance to fire 20
Saves: Fort +1, Ref +5, Will +5
Abilities: Str 14, Dex 18, Con -, Int 7, Wis 12, Cha 12
Skills: Appraise +18, Listen +9, Sleight of Hand +22, Spot +9
Feats: Dodge, Improved Disarm, Improved Initiative
Environment: Bleak Eternity of Gehenna
Organization: Solitary
Challenge Rating: 5
Treasure: Triple standard
Alignment: Usually neutral evil
Advancement: 6–7 HD (Medium); 8–15 HD (Large)
Level Adjustment: —
This creature appears much as an ethereal filcher, except one shaped out of pure gold in a perfect resemblance to the original. Where it's eyes would be are glinting jems and studded bands circle its joints.
hellgilt filchers weigh twice as much as there ethereal brethren.
Combat
A hellgilt filcher acts much as other ethereal filcher's, except they use their curse of greed ability to charm their prey, and are more prone to killing instead of fleeing.
A hellgilt filcher's natural weapons are considered evil aligned for the purpose of overcoming damage reduction.
Conductor (Ex): A hellgilt filcher is immune to electricity, though it may choose to channel the energy into any object or creature it is in contact with at the moment it is affected. If it is within water it deals half damage to all creatures in the water within a 50 foot radius, centered on itself.
Curse of Greed (Ex): A living, thinking creature that takes damage from a hellgilt filcher's natural attack must succeed on a DC 13 will save or become fascinated with wealth. They act as if Charmed in regards to a hellgilt creature. They also will do anything in their power to be near large sources of coins and gems, anything with a shine, as long as it does not mean certain death. They will not mindlessly try to cross over a chasm for instance, but will try to find a way down or around it. If in contact with such treasure they will not willingly part with it and many may die of thirst before leaving. This fever also includes rampant kleptomania, the victim snatching up money and items of worth wherever they can find it. This condition can be cured with a Remove Curse spell.
Detect Magic (Su): Hellgilt filchers can detect magic as the spell (caster level 5th) at will.
Ethereal Jaunt (Su): A hellgilt filcher can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material Plane. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th).
Golden Haze (Ex): If a hellgilt filcher is destroyed the hellfire that produced it is unbound, blasting the remains into a superheated vapor. Anyone within 25 takes 5d6 points of fire damage per hit die of the hellgilt creature (reflex DC 13 halves). As well, anyone that breathes within this area takes an additional 2d6 heat damage and 1d4 constitution damage per round. They may also go permanently blind each round unless they succeed on a Fortitude save at the same DC above. This vapor lasts for 1 round per hit die of the creature.
Golden Senses (Su): A hellgilt filcher can smell out precious minerals, gems and magical objects as if they had the Scent special ability. They may also use the equivalent of Analyze Dweomer out to 60 feet as part of the scent, except it only affects objects or constructs, and there is no limit to how many they may detect at once, nor does it allow a save.
Hoardleap (Su): Once per day a hellgilt filcher can teleport back to it's maker's treasure as the Planeshift spell, though has perfect accuracy and can bring no living creatures with it. The master of a hellgilt filcher may call back the filcher to this location without limit. Those attempting to trace the destination of this teleportation automatically fail, even if using a Wish spell.
Touch of Midas (Ex): Once per day a hellgilt filcher can attempt a touch attack against another object or creature. It may convert up to 25 lbs. into gold. If an entire creature is converted to gold this acts as the Flesh to Stone spell, and can be reversed with Stone to Flesh. If a living creature is only partially converted, they take 5d6 points of damage, fortitude save halves (DC 13), which does not heal even with spells. If they would die from this damage they instead are turned completely into gold as mentioned above. A Stone to Flesh spell restores this damage. Otherwise this gold cannot be removed without dealing serious physical harm.
While suffering from the touch of midas, the victim is considered to be made of metal for the purposes of spells and abilities that affect such materials, though they get a +4 bonus to their saves and are allowed a save even if one normally isn't allowed (DC = 10 + spell level + key ability modifier).
Skills: Hellgilt filchers have a +8 racial bonus on Sleight of Hand checks, and a +4 racial bonus on Listen and Spot checks.
-=-=-=-=-=-
Creating a Hellgilt Creature
Hellgilt is an applied template that can be added to any aberration, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or plant that has an intelligence score of 3 or higher, hereafter referred to as the base creature.
Size and Type: The creature's type changes to Construct. It loses all previous subtypes and gains the Evil and Extraplanar subtype. It uses all the base creature's statistics and special abilities except as noted here. Do not recalculate Hit Dice, base attack bonuses or saves.
Hit Dice: Change any racial Hit Dice to d10's. As a construct, the creature loses any bonus hit points for a high Constitution, but gains bonus hit points based on its size, as shown below:
Size Bonus Hit Points
Small 10
Medium 20
Large 30
Huge 40
Gargantuan 60
Colossal 80
Speed: The creature loses any swim speed it possessed, and any flight speed is halved.
Armor Class: The creature's natural armor bonus changes to a number based on its size:
Size Natural Armor Bonus
Tiny or smaller +2
Small +3
Medium +6
Large +9
Huge +12
Gargantuan +16
Colossal +20
Attack: A hellgilt retains all the natural, non-supernatural attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the hellgilt can as well. A creature with natural weapons retains those natural weapons. A hellgilt based on a creature that has no natural attacks gains a slam attack as shown below, which it can use in place of a manufactured weapon. (A hellgilt creature with two slams can wield a weapon in one hand and make a slam attack with its off-hand at a -5 penalty, adding half its Strength bonus to the damage roll). A hellgilt's natural weapons are considered Evil-aligned for the purpose of overcoming damage reduction.
Size Attack
Tiny 1 slam (1d2 plus strength bonus)
Small 1 slam (1d3 plus strength bonus)
Medium 1 slam (1d4 plus strength bonus)
Large 2 slams (1d6 plus half strength bonus)
Huge 2 slams (2d6 plus half strength bonus)
Gargantuan 2 slams (3d6 plus half strength bonus)
Colossal 2 slams (4d6 plus half strength bonus)
Special Attacks: A hellgilt creature loses all the supernatural special attacks, spell-like abilities, and extraordinary special attacks allowing a saving throw based on Constitution. A hellgilt creatue gains the following special attacks.
Curse of Greed (Ex): A living, thinking creature that takes damage from a hellgilt creature's natural attack must succeed on a will save (DC 10 + half hellgilt's HD + Cha modifier) or become fascinated with wealth. They act as if Charmed in regards to a hellgilt creature. They also will do anything in their power to be near large sources of coins and gems, anything with a shine, as long as it does not mean certain death. They will not mindlessly try to cross over a chasm for instance, but will try to find a way down or around it. If in contact with such treasure they will not willingly part with it and many may die of thirst before leaving. This fever also includes rampant kleptomania, the victim snatching up money and items of worth wherever they can find it. This condition can be cured with a Remove Curse spell.
Golden Haze (Ex): If a hellgilt creature is destroyed the hellfire that produced it is unbound, blasting the remains into a superheated vapor. Anyone within 5 feet per size category of the creature takes 1d6 points of fire damage per hit die of the hellgilt creature (reflex DC 10 + half hellgilt's HD + Cha modifier halves). As well, anyone that breathes within this area takes an additional 2d6 heat damage and 1d4 constitution damage per round. They may also go permanently blind each round unless they succeed on a Fortitude save at the same DC above. This vapor lasts for 1 round per hit die of the creature.
Touch of Midas (Ex): Once per day a hellgilt creature can attempt a touch attack against another object or creature. They may convert up to 5 pounds of material per HD of the hellgilt creature into gold. If an entire creature is converted to gold this acts as the Flesh to Stone spell, and can be reversed with Stone to Flesh. If a living creature is only partially converted, they take 1d6 points of damage per 5 pounds of conversion, fortitude save halves (10 + half hellgilt's HD + Cha modifier), which does not heal even with spells. If they would die from this damage they instead are turned completely into gold as mentioned above. A Stone to Flesh spell restores this damage. Otherwise this gold cannot be removed without dealing serious physical harm.
While suffering from the touch of midas, the victim is considered to be made of metal for the purposes of spells and abilities that affect such materials, though they get a +4 bonus to their saves and are allowed a save even if one normally isn't allowed (DC = 10 + spell level + key ability modifier).
Special Qualities: A hellgilt creature retains all qualities of the base creature not requiring a Constitution score, though loses all immunities and resistances. They also gains the following special qualities.
Conductor (Ex): A hellgilt creature is immune to electricity, though it may choose to channel the energy into any object or creature it is in contact with at the moment it is affected. If it is within water it deals half damage to all creatures in the water within a 10 foot radius per size category, centered on itself. For example a medium sized creature targeted with 4d6 points of electricity would deal 2d6 to all within 50 feet. There is no save.
Construct Traits: A hellgilt creature has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. It has darkvision out to 60 feet and low-light vision.
Golden Senses (Su): A hellgilt creature can smell out precious minerals, gems and magical objects as if they had the Scent special ability. They may also use the equivalent of Analyze Dweomer out to 60 feet as part of the scent, except it only affects objects or constructs, and there is no limit to how many they may detect at once, nor does it allow a save.
Hoardleap (Su): Once per day a hellgilt creature can teleport back to it's maker's treasure as the Planeshift spell, though has perfect accuracy and can bring no living creatures with it. The master of a hellgilt creature may call back it's servant to this location without limit. Those attempting to trace the destination of this teleportation automatically fail, even if using a Wish spell.
Immunities: A hellgilt creature is immune to cold.
Resistance to Fire: A hellgilt creature has resistance to fire 20.
Abilities: Increase from the base creature as follows: Strength +4, Cha +2. As a construct, a hellgilt creature has no Constitution score.
Skills: A hellgilt creature has a +10 bonus on Sleight of Hand checks. They also gain a +20 bonus to appraise checks.
Feats: A hellgilt creature gains Improved Disarm as a bonus feat even if they do not meet the prerequisites.
Environment: Bleak Eternity of Gehenna
Challenge Rating: Up to 5 HD, same as base creature +2, 6-10 HD, same as base creature +3, 11+ HD, same as base creature +4.
Treasure: Triple standard
Alignment: Any evil
Level Adjustment: +6
http://www.fileden.com/files/2006/7/30/148015/Golden.jpg
When a being in life dedicated themselves body, mind and soul to the pursuit of wealth above all else and then died seeking it, their greed marks them as they descend to the lower planes. These special souls are gathered within Gehenna for a special task; that of guarding the unholy treasures of the plane and forever seeking to increase the trove they protect.
They are subjected to horrible torture as their spirit is dipped in molten gold heated by the volcanic hellfire until their very souls become permanently bound within the mixture. They then rise up, the gold firming but never fully hardening, but kept flexible and partially amorphous, though bits such as claws, teeth and scales can be hardened at will. Gems and other precious things are embedded within them, and they are branded with an unremovable symbol of their position; to protect the wealth of their masters or gather more to add to it, even if it means the destruction of their souls.
-=-=-=-=-=-
Sample Hellgilt Creature
Hellgilt Ethereal Filcher
Medium Construct (evil, extraplanar)
Hit Dice: 5d10+20 (47 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +3/+5
Attack: Bite +5 melee (1d4+2) or slam +5 melee (1d4+2)
Full Attack: Bite +5 melee (1d4+2) or slam +5 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of greed, golden haze, touch of midas
Special Qualities: Conductor, construct traits, darkvision 60 ft., detect magic, ethereal jaunt, golden senses, immunity to cold, low-light vision, resistance to fire 20
Saves: Fort +1, Ref +5, Will +5
Abilities: Str 14, Dex 18, Con -, Int 7, Wis 12, Cha 12
Skills: Appraise +18, Listen +9, Sleight of Hand +22, Spot +9
Feats: Dodge, Improved Disarm, Improved Initiative
Environment: Bleak Eternity of Gehenna
Organization: Solitary
Challenge Rating: 5
Treasure: Triple standard
Alignment: Usually neutral evil
Advancement: 6–7 HD (Medium); 8–15 HD (Large)
Level Adjustment: —
This creature appears much as an ethereal filcher, except one shaped out of pure gold in a perfect resemblance to the original. Where it's eyes would be are glinting jems and studded bands circle its joints.
hellgilt filchers weigh twice as much as there ethereal brethren.
Combat
A hellgilt filcher acts much as other ethereal filcher's, except they use their curse of greed ability to charm their prey, and are more prone to killing instead of fleeing.
A hellgilt filcher's natural weapons are considered evil aligned for the purpose of overcoming damage reduction.
Conductor (Ex): A hellgilt filcher is immune to electricity, though it may choose to channel the energy into any object or creature it is in contact with at the moment it is affected. If it is within water it deals half damage to all creatures in the water within a 50 foot radius, centered on itself.
Curse of Greed (Ex): A living, thinking creature that takes damage from a hellgilt filcher's natural attack must succeed on a DC 13 will save or become fascinated with wealth. They act as if Charmed in regards to a hellgilt creature. They also will do anything in their power to be near large sources of coins and gems, anything with a shine, as long as it does not mean certain death. They will not mindlessly try to cross over a chasm for instance, but will try to find a way down or around it. If in contact with such treasure they will not willingly part with it and many may die of thirst before leaving. This fever also includes rampant kleptomania, the victim snatching up money and items of worth wherever they can find it. This condition can be cured with a Remove Curse spell.
Detect Magic (Su): Hellgilt filchers can detect magic as the spell (caster level 5th) at will.
Ethereal Jaunt (Su): A hellgilt filcher can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material Plane. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th).
Golden Haze (Ex): If a hellgilt filcher is destroyed the hellfire that produced it is unbound, blasting the remains into a superheated vapor. Anyone within 25 takes 5d6 points of fire damage per hit die of the hellgilt creature (reflex DC 13 halves). As well, anyone that breathes within this area takes an additional 2d6 heat damage and 1d4 constitution damage per round. They may also go permanently blind each round unless they succeed on a Fortitude save at the same DC above. This vapor lasts for 1 round per hit die of the creature.
Golden Senses (Su): A hellgilt filcher can smell out precious minerals, gems and magical objects as if they had the Scent special ability. They may also use the equivalent of Analyze Dweomer out to 60 feet as part of the scent, except it only affects objects or constructs, and there is no limit to how many they may detect at once, nor does it allow a save.
Hoardleap (Su): Once per day a hellgilt filcher can teleport back to it's maker's treasure as the Planeshift spell, though has perfect accuracy and can bring no living creatures with it. The master of a hellgilt filcher may call back the filcher to this location without limit. Those attempting to trace the destination of this teleportation automatically fail, even if using a Wish spell.
Touch of Midas (Ex): Once per day a hellgilt filcher can attempt a touch attack against another object or creature. It may convert up to 25 lbs. into gold. If an entire creature is converted to gold this acts as the Flesh to Stone spell, and can be reversed with Stone to Flesh. If a living creature is only partially converted, they take 5d6 points of damage, fortitude save halves (DC 13), which does not heal even with spells. If they would die from this damage they instead are turned completely into gold as mentioned above. A Stone to Flesh spell restores this damage. Otherwise this gold cannot be removed without dealing serious physical harm.
While suffering from the touch of midas, the victim is considered to be made of metal for the purposes of spells and abilities that affect such materials, though they get a +4 bonus to their saves and are allowed a save even if one normally isn't allowed (DC = 10 + spell level + key ability modifier).
Skills: Hellgilt filchers have a +8 racial bonus on Sleight of Hand checks, and a +4 racial bonus on Listen and Spot checks.
-=-=-=-=-=-
Creating a Hellgilt Creature
Hellgilt is an applied template that can be added to any aberration, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or plant that has an intelligence score of 3 or higher, hereafter referred to as the base creature.
Size and Type: The creature's type changes to Construct. It loses all previous subtypes and gains the Evil and Extraplanar subtype. It uses all the base creature's statistics and special abilities except as noted here. Do not recalculate Hit Dice, base attack bonuses or saves.
Hit Dice: Change any racial Hit Dice to d10's. As a construct, the creature loses any bonus hit points for a high Constitution, but gains bonus hit points based on its size, as shown below:
Size Bonus Hit Points
Small 10
Medium 20
Large 30
Huge 40
Gargantuan 60
Colossal 80
Speed: The creature loses any swim speed it possessed, and any flight speed is halved.
Armor Class: The creature's natural armor bonus changes to a number based on its size:
Size Natural Armor Bonus
Tiny or smaller +2
Small +3
Medium +6
Large +9
Huge +12
Gargantuan +16
Colossal +20
Attack: A hellgilt retains all the natural, non-supernatural attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the hellgilt can as well. A creature with natural weapons retains those natural weapons. A hellgilt based on a creature that has no natural attacks gains a slam attack as shown below, which it can use in place of a manufactured weapon. (A hellgilt creature with two slams can wield a weapon in one hand and make a slam attack with its off-hand at a -5 penalty, adding half its Strength bonus to the damage roll). A hellgilt's natural weapons are considered Evil-aligned for the purpose of overcoming damage reduction.
Size Attack
Tiny 1 slam (1d2 plus strength bonus)
Small 1 slam (1d3 plus strength bonus)
Medium 1 slam (1d4 plus strength bonus)
Large 2 slams (1d6 plus half strength bonus)
Huge 2 slams (2d6 plus half strength bonus)
Gargantuan 2 slams (3d6 plus half strength bonus)
Colossal 2 slams (4d6 plus half strength bonus)
Special Attacks: A hellgilt creature loses all the supernatural special attacks, spell-like abilities, and extraordinary special attacks allowing a saving throw based on Constitution. A hellgilt creatue gains the following special attacks.
Curse of Greed (Ex): A living, thinking creature that takes damage from a hellgilt creature's natural attack must succeed on a will save (DC 10 + half hellgilt's HD + Cha modifier) or become fascinated with wealth. They act as if Charmed in regards to a hellgilt creature. They also will do anything in their power to be near large sources of coins and gems, anything with a shine, as long as it does not mean certain death. They will not mindlessly try to cross over a chasm for instance, but will try to find a way down or around it. If in contact with such treasure they will not willingly part with it and many may die of thirst before leaving. This fever also includes rampant kleptomania, the victim snatching up money and items of worth wherever they can find it. This condition can be cured with a Remove Curse spell.
Golden Haze (Ex): If a hellgilt creature is destroyed the hellfire that produced it is unbound, blasting the remains into a superheated vapor. Anyone within 5 feet per size category of the creature takes 1d6 points of fire damage per hit die of the hellgilt creature (reflex DC 10 + half hellgilt's HD + Cha modifier halves). As well, anyone that breathes within this area takes an additional 2d6 heat damage and 1d4 constitution damage per round. They may also go permanently blind each round unless they succeed on a Fortitude save at the same DC above. This vapor lasts for 1 round per hit die of the creature.
Touch of Midas (Ex): Once per day a hellgilt creature can attempt a touch attack against another object or creature. They may convert up to 5 pounds of material per HD of the hellgilt creature into gold. If an entire creature is converted to gold this acts as the Flesh to Stone spell, and can be reversed with Stone to Flesh. If a living creature is only partially converted, they take 1d6 points of damage per 5 pounds of conversion, fortitude save halves (10 + half hellgilt's HD + Cha modifier), which does not heal even with spells. If they would die from this damage they instead are turned completely into gold as mentioned above. A Stone to Flesh spell restores this damage. Otherwise this gold cannot be removed without dealing serious physical harm.
While suffering from the touch of midas, the victim is considered to be made of metal for the purposes of spells and abilities that affect such materials, though they get a +4 bonus to their saves and are allowed a save even if one normally isn't allowed (DC = 10 + spell level + key ability modifier).
Special Qualities: A hellgilt creature retains all qualities of the base creature not requiring a Constitution score, though loses all immunities and resistances. They also gains the following special qualities.
Conductor (Ex): A hellgilt creature is immune to electricity, though it may choose to channel the energy into any object or creature it is in contact with at the moment it is affected. If it is within water it deals half damage to all creatures in the water within a 10 foot radius per size category, centered on itself. For example a medium sized creature targeted with 4d6 points of electricity would deal 2d6 to all within 50 feet. There is no save.
Construct Traits: A hellgilt creature has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. It has darkvision out to 60 feet and low-light vision.
Golden Senses (Su): A hellgilt creature can smell out precious minerals, gems and magical objects as if they had the Scent special ability. They may also use the equivalent of Analyze Dweomer out to 60 feet as part of the scent, except it only affects objects or constructs, and there is no limit to how many they may detect at once, nor does it allow a save.
Hoardleap (Su): Once per day a hellgilt creature can teleport back to it's maker's treasure as the Planeshift spell, though has perfect accuracy and can bring no living creatures with it. The master of a hellgilt creature may call back it's servant to this location without limit. Those attempting to trace the destination of this teleportation automatically fail, even if using a Wish spell.
Immunities: A hellgilt creature is immune to cold.
Resistance to Fire: A hellgilt creature has resistance to fire 20.
Abilities: Increase from the base creature as follows: Strength +4, Cha +2. As a construct, a hellgilt creature has no Constitution score.
Skills: A hellgilt creature has a +10 bonus on Sleight of Hand checks. They also gain a +20 bonus to appraise checks.
Feats: A hellgilt creature gains Improved Disarm as a bonus feat even if they do not meet the prerequisites.
Environment: Bleak Eternity of Gehenna
Challenge Rating: Up to 5 HD, same as base creature +2, 6-10 HD, same as base creature +3, 11+ HD, same as base creature +4.
Treasure: Triple standard
Alignment: Any evil
Level Adjustment: +6