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Pseudonatural Creature (Starspawn) [Description] Creating a Pseudonatural Creature Pseudonatural Creature is an inherited template that can be added to any

corporeal creature (hereafter referred to as the base creature). A pseudonatural creature uses all the base creature's statistics and special abilities except as noted here. Size and Type: The creature's type changes to outsider. Size is unchanged. Pseudonatural creatures are normally extraplanar outsiders. Hit Dice: A pseudonatural creature has maximum hit points. +.2 Speed: All movement speeds are doubled. +.2 Armor Class: A pseudonatural creature retains the armor bonuses of the base creature and gains the following: - Natural Bonus (Ex): A pseudonatural creature gains a +35 natural bonus, or the base creature's natural armor bonus, whichever is better. +3.5 Attack: Same as the base creature or, in pseudonatural form, a pseudonatural creature gains one tentacle attack plus one per 4 Hit Dice additional to any attacks the base creature could normally make. If the base creature can use weapons, the pseudonatural creature can still do so. A pseudonatural creature fighting without weapons uses a tentacle when making an attack action (unless it has another natural attack it prefers). When it has a weapon, it uses the weapon instead. Full Attack: Same as the base creature or, in pseudonatural form, a pseudonatural creature fighting without weapons uses all it's tentacles when making a full attack (plus any other natural attacks of the base creature). If armed with a weapon, it uses the weapon as it's primary attack and it's tentacles as secondary natural attacks (5 on the attack roll, half Strength bonus on damage rolls). Damage: A pseudonatural creature's tentacle attacks deal bludgeoning damage as shown below. Size Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Tentacle Damage 1d3 1d4 1d6 1d8 2d6 2d8 4d6 4d8 8d6

Special Attacks: A pseudonatural creature retains all the special attacks of the base creature, and gains the following special attacks: - Constant Insight (Su): A pseudonatural creature gains a +20 insight bonus on all attack rolls and is not affected by the miss chance that applies to attacks against a concealed target. +3.7 - Improved Grab (Ex): If a pseudonatural creature hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. +.2 - Rotting Constriction (Ex): If a pseudonatural creature has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points. (+1 per tentacle) - Spell-Like Abilities: At will - blink, blur, ethereal jaunt; 3/day - greater invisibility, implosion, scintillating pattern, stinking cloud, 1 summon monster IX, telekinesis, touch of idiocy. Caster Level = Hit Dice. The save DCs are Charisma-based. +.18

1 A pseudonatural creature can summon only pseudonatural animals or vermin with this ability. It can select from any celestial or fiendish animal or vermin that could be summoned by summon monster IX, but applies the pseudonatural template (see Lords of Madness) to the creature rather than the celestial or fiendish template.

Special Qualities: A pseudonatural creature has all the special qualities of the base creature, plus the following special qualities: Blindsight 500 ft. +1 Immunity to poison. +.2 Acid and electricity resistance 15 plus 5 per 4 Hit Dice (round up). +2 Damage reduction 5/epic, if 1-7 Hit Dice; 10/epic, if 8-15 Hit Dice; or 15/epic, if 16+ Hit Dice. +.75 A pseudonatural creature's natural weapons are treated as epic weapons for the purpose of overcoming damage reduction. Spell resistance equal to Hit Dice x 5. +5 - Change Shape (Su): As a standard action, a pseudonatural creature can take pseudonatural form (a grotesque, tentacled mass; or another appropriately gruesome form). This ability functions as described for the change shape ability (see v3.5 M.M.), except as follows: +.5 The creature retains the size, natural weapons, movement modes, special attacks, and special qualities of it's original form. The creature gains the tentacle attacks granted by this template (see Attack, above). The creature becomes amorphous. It cannot be flanked, and is not subject to extra damage from critical hits. +.7 Creatures native to the Material Plane take a -1 morale penalty on attack rolls against a pseudonatural creature in it's pseudonatural form. +.125 Abilities: Increase from the base creature as follows: Str +22, Con +10, Dex +10, Wisdom +10, Intelligence at least 3. +5.2 Challenge Rating: +22.63; +1.35 per 4 Hit Dice. Alignment: Always chaotic evil. Level Adjustment: +33.945; +2.025 per 4 Hit Dice.