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Dark Scion (CR +1 to +3)

Touched (or consumed) by the ancient entities that dwell between the stars or in strange congruent dimensions, dark scions are similar to half-fiends or half-dragons. The template can also be used to represent “unique” boss monsters or servants of Great Old Ones, and the creature’s appearance can have very little to do with that of the base creature. Children of and servants to madness, these beings sometimes gather cults around themselves to pursue their agenda; others, unhinged and alone, seek powerful magic to open a gateway back “home.”

Creating a Dark Scion

Dark scion” is an inherited or acquired template that can be added to any living, corporeal creature that has an Intelligence score of at least 4. A dark scion uses all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.

Alignment: Any evil.

Type: The creature’s type changes to outsider (native). Do not recalculate HD, BAB, or saves.

Armor Class: Natural armor improves by +2 Defenses/Qualities: Gains darkvision 60 ft., blindsight 20 ft.; immunity to poison and fear; resist acid/cold/sonic 10; spell resistance equal to the creature’s new CR + 6 and DR 5/magic if 11 HD or less. If HD 12 or more, the base creature increases the DR to 10/magic and the creature’s spell resistance equals the creature’s CR +11 (maximum 35).

Speed: A dark scion gains a climb and swim speed equal to its base land speed.

Attacks: A dark scion retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. Dark scion withouts any natural attacks gain two tentacle primary attacks with +5 ft. reach (1d6 for a Medium-sized creature) that function as magical weapons for purposes of damage reduction. A dark scion with an existing natural attack gains Improved Natural Attack as a bonus feat.

Special Attacks: A dark scion retains all the special attacks of the base creature and gains the following.

Blessing of the Dark Tapestry (Su)

A dark scion with 10 HD or more gains a unique ability granted by its dark masters. Choose one of the following. The save DC for any of these abilities is equal to 10 + ½ the dark scion’s hit dice + the dark scion’s Charisma modifier.

Aneurism

Spend a standard action to force one target within 30 feet to take 1d4 damage (plus 1d4 for every 3 HD possessed by the dark scion) from ruptured nervous tissue (no save).

Horrific Death

The dark scion gains the ferocity special ability and its tentacles deal an additional 1d6 acid damage. When it is first reduced to negative hit points, creatures within its threatened area take 1d8 acid damage for every 2 HD the dark scion possesses; a successful Reflex save halves this damage. While at negative hit points, the dark scion gains an insight bonus equal to its Charisma modifier on attack rolls and damage rolls. When it finally dies, the dark scion dissolves into a pool of unidentifiable goo.

Strangle

Spend a standard action to force a target within 30 feet to become staggered until the beginning of the dark scion’s next turn (Fort negates).

Tentacular

The dark scion’s tentacle attacks gain the grab special ability and it gains constrict. A creature that takes constrict damage from a dark scion also takes 1 point of Wisdom damage. The dark scion gains Multiattack and Combat Reflexes as bonus feats.

Thralldom

Spend a standard action to force one target within 60 feet to become dominated for one round (Will negates). A creature that successfully saves is immune to this effect for 1 hour. This is a mind-affecting effect.

Whispers from the Void

As a free action, a dark scion may make mental contact with a creature within range of its telepathy. The dark scion may only maintain one mental link at a time. As long as this contact is maintained, the dark scion may use one of its blessings of the dark tapestry on the linked creature as a swift action.

Spell-Like Abilities: A dark scion with an Intelligence or Wisdom score of 8 or higher has a cumulative number of spell-like abilities set by its HD. Unless otherwise noted, these spell-like abilities are usable 1/day. A dark scion’s caster level equals the creature’s HD (or the CL of the base creature’s spell-like abilities, whichever is higher).

Table: Alchemical Items
HD Abilities
1 to 2 Blur 3/day
3 to 4 Touch of idiocy
5 to 6 Call the void, lesser confusion 3/day
7 to 8 Black tentacles
9 to 10 Greater invisibility
11 to 12 Summon monster VI (1d3 advanced gricks)
13 to 14 Ethereal jaunt 3/day
15 to 16 Caustic eruption
17 to 18 Mass suffocation
19 to 20 implosion

SPECIAL ABILITIES

A dark scion retains all of the special abilities of the base creature and gains the following.

Alternate Form (Ex)

A dark scion’s appearance only hints at its terrible true form. Once per day as a swift action after it has been reduced to half its total hit points, a dark scion may assume its true form (usually an unspeakable mass of tentacles). Upon assuming its true form, the dark scion is subject to an instantaneous cure spell (HD 4 or less, cure moderate wounds; HD 5 to 10, cure serious wounds; HD 11 or more, cure critical wounds; caster level equal to the dark scion’s HD).

Creatures witnessing the transformation must make a Will save (DC 10 + ½ the dark scion’s hit dice + dark scion’s Charisma modifier) or take 1d6 Wisdom damage and be rendered shaken for 1 hour. On a successful save the creature takes 1 Wisdom damage and is shaken for 1d6 rounds. This is a mind-affecting fear effect, though creatures immune to fear are still subject to taking Wisdom damage. When in this form, the dark scion gains 4 lesser tentacle attacks as secondary natural attacks (1d4 for a Medium creature, +5 ft. reach) and has no discernible anatomy, making it immune to critical hits and precision-based damage (such as sneak attack).

Starflight (Ex)

If the base creature has a fly speed, the dark scion gains starflight; it can survive in the void of outer space. The creature flies at its normal fly speed; travel between worlds takes centuries (time matters not to such beings).

Telepathy (Ex)

A dark scion gains telepathy to a range of 30 feet.

Section 15: Copyright Notice

Aventyr Bestiary © 2017 AAW GAMES LLC Authors Mike Myler, Jonathan G. Nelson Developers, Michael Allen, Curtis Baum, Wolfgang Baur, Brian Berg, Adam Daigle, Jeffrey Gomez, Joshua Gullion, Jacob Kellogg, Jared Jeanquart, Juan Lucha, Justin Andrew Mason, Jonathan McAnulty, Michael McCarthy, Raven Mimura, Brian Wiborg Monster, Will Myers, Mike Myler, Jason Nelson, Jonathan G. Nelson, Owen K.C. Stephens, Colin Stricklin, Cory Vickruck, Stephen Yeardley Jonathan G. Nelson