Unholy Creature (CR +1; 3pp)

Just as good deities can empower their most devout followers, so too can deities of darkness grace their champions with greatness. The unholy creatures bear the black taint of ultimate corruption,which gives them unholy strength. Not only are their bodies and souls are immune to the evil energies of the Plane of Negative Energy, they can draw power from the black energy that drains most creatures. The very presence of an unholy creature brings a chill to the souls of creatures whose hearts are not equally black, and their touch is a blight to pure souls.

An unholy creature appears much as it did before receiving its dark gods’ gifts, but its exceptional strength and unnatural quickness mark it as somehow changed.

Creating an Unholy Creature

Unholy” is an acquired template that can be added to any evil creature that uses or is animated by negative energy or has the evil subtype (referred to hereafter as the base creature). Should the creature’s alignment ever change from evil, it loses this template.

An unholy creature uses all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: Same as the base creature +1.

Alignment: Any evil.

Type: An unholy creature gains the evil subtype.

Senses: An unholy creature has darkvision +60 ft.

Aura: An unholy creature gains the following.

Awful Presence (Su)

Every non-evil creature within 30 ft. of an unholy creature automatically takes a –1 penalty on all attack rolls, checks, and saves. Awful presence is a mind-affecting fear effect.

Defensive Abilities: An unholy creature gains DR 5/good, negative energy immunity and the following:

Positive Energy Protection (Su)

When a holy creature is struck by an attack using positive energy, e. g. cure spells, the unholy creature may make a level check (1d20 + total HD) against a DC equal to 11 + the attacking creature’s character level. If the level check succeeds, the positive energy attack is canceled out in a bright flash. If the positive energy attack was dealt by a melee or melee touch attack, the creature that delivered it takes 2d6 points of damage.

Protection from Good (Su)

An unholy creature gains a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks by good creatures. Furthermore, it is immune to any attempt by a good creature to possess, charm, or influence it.

Speed: Each of an unholy creature’s speeds increases by +10 ft.

Special Attacks: An unholy creature retains all the base creature’s special attacks and gains those described here.

Profane Attacks (Su)

Each of an unholy creature’s melee attacks with a natural or manufactured weapon deals +1d6 points of extra damage to creatures of good alignment. All of its natural and manufactured weapons are treated as evil-aligned for purposes of overcoming damage reduction.

Unholy Spellcasting (Su)

An unholy creature’s effective caster level for spells from the necromancy school and those with the curse or evil descriptors increases by +1 over that of the base creature. This benefit stacks with itself, so the unholy creature’s effective caster level for a spell that fits both parameters is higher by +2 than that of the base creature.

Abilities: Str +4, Dex +4, Con +2, Wis +2, Cha +4.

Skills: An unholy creature gains a +4 profane bonus on Perception and Sense Motive checks.

Special Qualities: An unholy creature retains all the base creature’s special qualities and gains those described here.

Unholy Body (Su)

An unholy creature is healed by negative energy and harmed by positive energy like an undead creature. Thus, inflict light wounds would heal an unholy creature and cure light wounds would harm it.

Section 15: Copyright Notice

Advanced Bestiary, Copyright 2014, Green Ronin Publishing, LLC; Author Jeff Hersh, Developer Owen K.C. Stephens

scroll to top