Betrayer Creature (CR +1)

This specific creature constantly and successfully betrays his apparent allegiances, only to move on to a new group and repeat the pattern. These creatures may be doing it for a higher purpose, manipulating events from behind the scenes or for their own selfish betterment, not caring whose toes they step-on. Alternatively, they could just be mentally unstable or cursed. They do not turn back and forth between hero and villain as they are usually switching between different groups of antagonists, and are often the instigators of civil wars simply because they are the easiest situations to take advantage of. This pattern of behavior becomes a ritual, and that ritual creates the Betrayer creature.

Creating a Betrayer Creature

“Betrayer creature” is an acquired template that can be added to any intelligent creature (referred to hereafter as the base creature). A betrayer creature uses all the base creature’s statistics and special abilities except as noted here.

CR: +1

Alignment: Change the creature’s alignment to any chaotic.

Defenses/Qualities: A betrayer creature is immune to all charms and compulsions. It also gains regeneration (choose any two damage types relevant to the creature’s background of betrayals, equal to the base creature’s Constitution bonus, minimum of 1), and fast healing (equal to the base creature’s Constitution bonus, minimum of 1).

Spell-like Abilities: at will - mislead.

Melee: A betrayer creature gains sneak attack as rogue of half the betrayer’s HD when attacking someone who believes the betrayer creature is its ally. This bonus stacks with existing sneak attack abilities.

Special Abilities: A betrayer creature gains the following special abilities.

Allied Weakness (Ex): If the betrayer creature is accepted as an ally, the betrayer can attempt a Diplomacy check (DC 10 + ally’s HD) to gather information about any special weaknesses, vulnerabilities or flaws the ally may have.

Drain Ally (Su): Once per day, as a swift action plus an additional time per day at every 4th CR (CR 4, 8, 12, etc.), a betrayer creature can drain a target ally within 30 ft. of 1d6 hit points per hit dice the betrayer has, healing half the amount drained. There is no save against his ability.

Hidden Healing (Su): The regeneration and fast healing ability of a betrayer creature is hidden from view (the wounds inside the creature heal first) and it takes a successful Heal and Perception check (DC 15 + the betrayal creature’s CR + its Constitution modifier) to notice that it is healing until the last hit point is healed.

Outrun Ally (Su): 1/day as an immediate action the betrayer creature can swap places with any ally that was within his line of sight at the beginning of the previous round, as per greater teleport. For example, if his allied employer teleported away this round, he could swap places with his employer, allowing the betrayer to escape and leaving his employer stranded.

Snitch’s Ear (Ex): A betrayer creature greases the right palms, and befriends the right people, so that when someone is using diplomacy to gather information about the organization he belongs too, he learns of it. Working its way towards them so that either the information is coming from it indirectly or it actually arranges for them to meet with it so that they can gain the information directly from it. A betrayer creature can feed misinformation so that it points toward a rival, or it may help these opponents to destroy his current allies with extremely useful information.

Unfriendly Fire (Ex): Once per round upon a successful Reflex save, a betrayal creature can effectively use an adjacent creature that thinks the betrayer is its ally as a shield. The betrayer takes no damage from a single attack while the ally suffers full damage (no save).

Abilities: Increase from the base creature as follows: Con +4 (+2 hp per HD, +2 to Fortitude saves, and any of the base creature’s Constitution-based DCs), Cha +4 (+2 to Bluff, diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others, and Channel Energy DCs, +2 to any of the base creature’s Charisma-based DCs)

Skills: The base creature gains a +8 racial bonus on Bluff and Diplomacy checks.

Organization: Solitary

Treasure: double standard (steals from its allies, or is paid well for its betrayal)

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