There are eldritch abominations in non-Euclidian and subtle realms beyond our reality that hold ours in contempt. They wish to do nothing but destroy all that is good and healthy in this world. They often turn creatures from the mortal world, that accidentally travel into their fractured dimension, into their agents. These despiser creatures seek to destroy all sense of hope. They do not just want to ruin things; they love ruining people driving them to suicide.
Creating a Despiser Creature
“Despiser” is an acquired template that can be added to any creature with an Intelligence of 4 or higher (referred to hereafter as the base creature).
A despiser creature uses all the base creature’s statistics and special abilities except as noted here.
Alignment: Changes to Chaotic Evil.
Size and Type: The creature’s type changes to aberration with the extraplanar subtype and the appropriate augmented subtype, plus the incorporeal subtype if the base creature did not already have it. Do not recalculate HD, base attack bonuses, saves, or skill points. Size is unchanged.
Armor Class: The despiser creature loses any armor or natural armor bonuses and gains a deflection bonus to Armor Class equal to its Charisma bonus or +1, whichever is higher. If the base creature already has a deflection bonus, use the higher value.
Speed: A despiser creature gains a fly speed equal to double the base creature’s highest speed, with perfect maneuverability. If the base creature already has a fly speed, it increases to double the base creature’s highest speed, and its maneuverability class becomes perfect.
Attacks: A despiser gains an incorporeal touch attack and loses all non-ghost touch melee & ranged attacks.
Special Abilities: A despiser creature retains all the special abilities of the base creature, plus the special abilities as described below:
Aura of Despondency (Su)
Any creature with 60 ft. of the despiser creature must make a successful Will save (10 + 1/2 the base creature’s HD + its Cha modifier) or instantly suffer the despondency madness affliction (no on set time, see below).
Fractured Dimension (Sp)
As a swift action a despiser creature can use greater teleport and plane shift at will caster level equal to the base creature HD. It can also as a standard action make a incorporeal touch attack against one creature or object, unless that creature makes a successful Will save(10 + 1/2 the base creature’s HD + its Cha modifier) it instantaneously teleports into a solid surface or object that the despiser creature can see within 60 ft. If this attack succeeds, the subject suffers 2d6 points of Constitution damage + 1 point of Constitution damage per round and is helpless until freed (usually by breaking the object or using another teleportation effect). The creature or object becomes half embedded in the surface or object.
Gaze of Suicidal Despair (Su)
Suicidal despair (see below), 30 feet, Will DC (10 + 1/2 the base creature’s HD + its Cha modifier) negates. The save DC is Charisma-based. A creature that fails its save attempts a coup de grace action (a full round action starting on its turn)on itself using its best melee attack (this includes sneak attack damage, critical effects, etc). If it successful performs the action and is still alive it is immune to that despiser creature’s gaze of suicidal despair, otherwise it attempts to perform the action for 2d4 rounds. This is a mind affecting compulsion effect.
In most cases, it’s difficult to destroy a despiser creature through simple combat: the “destroyed” despiser restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a despiser creature is to reflect its gaze attack back at it, if it fails its saving throw it is rendered helpless for 1d4 rounds and losses it rejuvenation ability for 24 hours. If destroyed during this time it will not rejuvenate
Vulnerability to Gaze Attacks (Ex)
Abilities: Increase from the base creature as follows: Dex +6 (+3 to Ranged attack rolls; AC and touch AC, Initiative, and Ref saves. +5 to Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth checks, add +5 to any of the base creature’s Dexterity-based DCs), Con +6 (+3 hp per HD, +3 to Fortitude saves, and any of the base creature’s Constitution-based DCs), Wis -4 (-2 to Will saves, -2 to Heal, Perception, Profession, Sense Motive and Survival checks, add -2 to any of the base creature’s Wisdom-based DCs), +6 Cha (+3 to Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others, and Channel Energy DCs, +5 to any of the base creature’s Charisma-based DCs).
Pathways Bestiary (c) 2017, Rite Publishing LLC.; Author: Steven D. Russell.