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Blind Horror

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Blind Horror

Blind horrors dwell in the lightless depths of the earth. Whether the descendents of creatures trapped in the darkness for centuries, the result of diabolical experiments by the races below, or natural evolution, blind horrors are superbly adapted to the endless night.

 

Blind horrors generally appear as the base creature, but lack eyes. Some blind horrors have undergone further mutation and possess tentacles, scales, or tumorous growths. They are usually monochromatic in coloration.

 

Creating A Blind Horror

“Blind horror” is an inherited template that can be applied to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, or monstrous humanoid (referred to hereafter as the base creature).

 

A blind horror uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skills if its type changes.

 

Size and Type: Animals with this template become magical beasts, and humanoids with this template become monstrous humanoids, but otherwise the creature type is unchanged. Size is unchanged.

Armor Class: Natural armor improves by +2 (this stacks with any natural armor bonus the base creature has).

Special Attacks: A blind horror retains all the special attacks of the base creature, except as modified below.

—If the base creature has a gaze attack, it loses the gaze attack and gains a breath weapon or sonic attack. The breath weapon is a 30 ft. cone with the same effect and save as the gaze attack; the sonic attack may be a cone effect or it may vary depending on the nature of the original attack. The breath weapon or sonic attack is usable every 1d4 rounds, or as often as the base creature’s gaze attack functions, whichever is less frequent.* If the base creature has a ray attack, it loses the ray attack and gains a number of tentacles equal to the base creature’s eyes. The tentacle is a natural weapon and uses the blind horror’s primary attack bonus. The tentacle’s reach is equal to the base creature’s reach + 10 ft. It inflicts 1d4 points of slam damage with a successful attack, and can be used to grapple. Once per round the blind horror can use the tentacle to deliver a touch attack; the touch attack creates the same effect and save as the base creature’s ray attack. If the ray could only be used a limited number of times per day, the tentacle’s touch attack is likewise limited.

—Spell-like ability - darkness 3/day. As the sorcerer spell, except the effect is always centered on the blind horror. Caster level is equal to Hit Dice.

Special Qualities: A blind horror has all the special qualities of the base creature, plus the following special qualities. Blind horrors lose darkvision and low-light vision.

—Blindsight (Ex): A blind horror has blindsight with a range of 10 ft. per HD; minimum 30 feet.

—Immunities: Blind horrors are immune to gaze attacks, visual effects of spells such as illusions, and other attack forms that rely on sight.

—Scent (Ex): A blind horror gains the scent ability, if it does not already have it.

Abilities: Increase from the base creature as follows: Str +2, Con +2, Int –2 (to a minimum of 1), Wis +2

Skills: Blind horrors have a +4 racial bonus on Listen checks.

Environment: Any underground.

Challenge Rating: As base creature +1.

Level Adjustment: As base creature +2.

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