A Monster for Every Season: Summer 2
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    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Cenobite (Hellraiser monster conversion)

    CENOBITE
    MEDIUM OUTSIDER ([Evil], [Extraplanar])
    Hit Dice: 12d8+72 (126 hp)
    Initiative: +10
    Speed: 30 ft. (6 squares)
    Armor Class: 28 (+6 Dex, +6 deflection, +6 natural), touch 22, flat-footed 22
    Base Attack/Grapple: +12/+18
    Attack: +3 wounding dagger +21 melee (1d4+9 plus 1 Con)
    Full Attack: +3 wounding dagger +21/+16/+11 melee (1d4+9 plus 1 Con)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Chains, darkness
    Special Qualities: Darkvision 60 ft., damage reduction 10/good, pain affinity, planewalk, rejuvenation, unearthly grace
    Saves: Fort +22, Ref +22, Will +22
    Abilities: Str 22, Dex 22, Con 22, Int 22, Wis 22, Cha 22
    Skills: Heal +21, Hide +21, Intimidate +21, Knowledge (any five) +21, Listen +21, Move Silently +21, Search +21, Sense Motive +21, Speak Language (fifteen), Spot +21
    Feats: Ability Focus (chains), Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes
    Environment: An evil-aligned plane
    Organization: Solitary or covey (2-4)
    Challenge Rating: 12
    Treasure: Standard
    Alignment: Always evil (any)
    Advancement: By character class
    Level Adjustment: +0

    The girl screamed and thrashed, trying to break free from the chattering creature's grasp.

    "Who are you?!"

    The leader of the grotesques was calm, and responded in a voice that resonated with otherworldly power.

    "Explorers... in the further regions of experience. Demons to some. Angels to others."


    Cenobites are outsiders from a plane of ultimate agony - and ultimate pleasure. Once mortal themselves, they have forgotten their past lives and now seek out fresh souls to "enlighten". They appear as cadaverous humanoids with ebon eyes, clad in black leather and bearing ritual scarifications.

    A Cenobite speaks Abyssal, Celestial, Common, Dwarven, Elven, Infernal, Orc, and a variety of other languages through the Speak Language skill.

    Combat
    A Cenobite summons its agonising chains in combat, rarely deigning to engage an opponent in melee. It does not flee from a fight, knowing that it will rejuvenate if slain.

    A Cenobite's chains, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

    Chains (Su)
    A Cenobite conjures up hooked chains of black metal wherever it goes, effectively surrounding itself with a constant black tentacles effect (caster level 12th). The chains deal piercing damage (rather than bludgeoning), and any creature damaged by the chains must make a DC 24 Fortitude save or be nauseated from pain for one round.

    Darkness (Su)
    A Cenobite emerges from shadows, and brings them with it. It is surrounded by a constant deeper darkness effect (caster level 12th). Cenobites can see through their own darkness and that of other Cenobites.

    Pain Affinity (Su)
    Cenobites revel in all sensations, even pain. Whenever they would suffer a penalty from a pain effect (e.g. eyebite, symbol of pain, etc.), they instead gain that penalty as a morale bonus. They cannot be sickened or nauseated and are immune to fear effects.

    Planewalk (Su)
    "Go to hell!"
    "We can't. Not alone."


    A Cenobite may return to its home plane as a full-round action. It may planewalk with a willing or helpless creature.

    Rejuvenation (Su)
    A slain Cenobite reforms on its home plane after 2d4 days. It may be permanently slain only by transforming it back to its mortal self (typically requiring miracle, wish, or a successful Diplomacy check including proof of the creature's former life).

    Unearthly Grace (Su)
    A Cenobite adds its Charisma modifier to all its saves and as a deflection bonus to its Armour Class.

    Lament Configuration (Minor Artifact)
    "The box. You opened it. We came."

    These puzzleboxes of black lacquer and gold filigree are fiendishly complex. They can be solved much like a maze (with respect to Intelligence score and time required), and doing so summons a covey of Cenobites to take their new "initiate" home - to be titillated and tortured for the rest of eternity. Particularly indulgent creatures are transformed into new Cenobites.
    Last edited by rferries; 2018-04-22 at 06:16 PM.

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