Some are simply born to lead; others seize the moment and rise to greatness. Whatever their paths to leadership, those who show the greatest promise in such roles garner the attention of gods. Occasionally, a deity may grant a particularly effective leader the powers of a suzerain as a reward. At other times, a god may create a suzerain because it needs a leader but cannot find a worthy worshiper among its flock.
A suzerain resembles a normal specimen of its kind, but it has an unmistakably regal bearing. Charismatic and confidant, it has many dedicated allies and hundreds who would call it friend. Most suzerains make good use of their gifts by becoming the generals of armies and the leaders of nations.
“Suzerain” is an acquired template that can be added to any intelligent creature with a Charisma score of 10 or higher (referred to hereafter as the base creature). A suzerain creature uses all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: Same as the base creature +1.
Defensive Abilities: A suzerain keeps all the base creature’s defensive abilities and gains the following:
A suzerain is immune to fear. In addition, any allies within 30 feet that view the suzerain as their leader are immune to fear effects.
Speed: Each of the suzerain’s speeds increases by +10 ft. over the corresponding speeds of the base creature.
Special Attacks: A suzerain retains all the base creature’s special attacks and gains those described here.
So long as a free-willed follower of the suzerain is within sight and capable of witnessing its actions, the suzerain has a +4 morale bonus to AC, attacks, damage rolls, checks, and saves. Mounts, familiars, animal companions, and trained animals do not count as free-willed creatures for the purpose of this bonus, but cohorts and followers the suzerain has gained via the Leadership feat do.
Additionally, if the suzerain has any teamwork feats, it can grant a number of followers and cohorts gained from its Leadership feat equal to its leadership score the use of any one of its teamwork feats once a day as a free action for a number of rounds equal to its Charisma modifier (minimum +1).
The first time a creature comes within 30 feet of the suzerain, its attitude toward the suzerain shifts one category toward the positive, if it was not initially hostile (Will save negates). This shift can be further modified by the suzerain’s actions, or it might change over time naturally. The creature must be able to see, hear, or otherwise notice the suzerain to be affected. This is a mind-affecting enchantment effect. The save is Charisma-based.
Abilities: Int +4, Wis +4, Cha +6.
Special Qualities: A suzerain retains all the base creature’s special qualities and gains those described here.
Each ally within 60 feet of the suzerain that can see or hear it gains a morale bonus equal to the suzerain’s Charisma modifier on all attack and damage rolls, checks, and saves so long as the suzerain is alive or not destroyed.
Organization: Solitary plus cohort and followers
Advanced Bestiary, Copyright 2014, Green Ronin Publishing, LLC; Author Jeff Hersh, Developer Owen K.C. Stephens