Distortion Creature (CR +3)

Some creatures hold the power to bend the rules of reality just by thinking about it. You had a chance of winning until it decided to bend the laws of probability, distort time, and monkey with gravity; Deities of good and ill fortune often create distorter creatures, as do those whose portfolio involving chaos, adventure, and drama. Occasionally a wizard’s experimentation into the nature of reality will create one of these creatures by accident, and a few creatures from beyond reality gain this entering ours. Distortion creatures appear like others of their kind, except when using their abilities, they often seem to be out of focus or have a ripple effect as light bends around their distortion field.

Creating a Distortion Creature

“Distortion creature” is an acquired template that can be added to any intelligent creature. A distortion creature uses all the base creature’s statistics and special abilities, except as noted here.

CR: +3

Alignment: Any chaotic.

Type: The creature's sub type changes to (chaotic).

Armor Class: Gains a +2 insight bonus and a +2 deflection bonus.

Special Defenses/Qualities: Amphibious (they can distort the very water or air so that they can breathe it), Evasion (if the base creature is at least 9 HD this ability increases to Improved Evasion) Fast Healing 1 (if base creature possesses fast healing or regeneration double the listed amount instead), Uncanny Dodge (as barbarian equal to HD, if the base creature is at least 5 HD this ability increase to Improved Uncanny Dodge). Weakness: Vulnerability to spells and effects with the Force and Law descriptors. Creatures with Lawful subtype are immune to a distortion creature’s special abilities and spell like abilities as if they always succeeded on their saving throw and had infinite spell resistance.

Speed: Increase the speed of all movement types by 10 ft.

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

Distort Gravity (Su): A distortion creature can use this ability as an immediate action, as part of a move action, or as a standard action. The Distortion creature can alter gravity’s effect on a creature or object, including itself, within 100 ft. + 10 ft. /HD having various effects.

  • Heavy Gravity: As a result Attack Rolls, Initiative rolls, Reflex Saves, Acrobatics, Climb, Ride, and Swim checks incur a circumstance penalty equal to the Distortion creatures Charisma Modifier. All item effective weight can be double or it causes a creature’s load to increase one category, reducing its speed by 10 ft. A weapon’s range is halved. Creatures that fall under the effects of heavy gravity take 1d10 points of damage for each 10 feet fallen, to a maximum of 20d10 points of damage.
  • Light Gravity: As a result Attack Rolls, Initiative Rolls, Reflex saves, Acrobatics, Climb, Ride, and Swim checks incur a circumstance bonus equal to the Distortion creatures Charisma Modifier. All items weigh half as much (which could increase a creature’s speed). Weapon ranges double. Falling creatures subject to light gravity take 1d4 points of damage for each 10 feet of the fall (maximum 20d4).
  • Subjective Directional Gravity: The distortion creature chooses the direction of gravity’s pull. A distortion creature can move normally along a solid surface by imagining “down” near their feet. It “flies” by merely choosing a “down” direction and “falling” that way. Under such a procedure, a distortion creature “falls” 150 feet in the first round and 300 feet in each succeeding round. Unwilling creatures may attempt a Will Save to negated (DC 10 +1/2 distortion creature’s HD + its Charisma Modifier). Any creature who fails this Will save, receives a +6 bonus on subsequent saves until successful, as reality attempts to enforce the law of gravity. Movement is straight-line only. In order to stop, one has to slow one’s movement by changing the designated “down” direction (again, moving 150 feet in the new direction in the first round and 300 feet per round thereafter) hitting a solid object in that round deals falling damage.

Fickle Fate (Su): A distortion creature can use this ability as an immediate action, a move action, or a standard action. It can apply its Charisma Modifier as a luck bonus or penalty to any d20 roll.

Friction Alteration (Su): Once per day, as part of a move action or charge action, a distortion creature can move at 10 times its normal speed (500 feet), for one round, this movement does not have to be in a straight line.

Time Twist (Su): A distortion creature can use this ability as an immediate action, as a move action or as a standard action. The Distortion creature can alter gravity’s effect on a creature or object, including itself, within 100 ft. + 10 ft. /HD, having various effects.

  • Action Alacrity
    • Focused Forte: A distortion creature can take 10 on any single skill check made before the end of its next turn, even if stress and distractions would normally prevent it from doing so.
    • Lie in wait: A distortion creature can take extra time to set up an attack, the target loses its Dexterity Bonus to the next attack it makes before the end of its next turn and gains sneak attack dice as equal to one-third its HD.
  • Duration Distortion: The creature can increase/decrease the frequency/duration of any one condition, affliction, or spell effect by 50%.

Spatial Control (Su): A distortion creature can to a limited extent control space by the distortion of physical reality.

  • Improve Accuracy: As a move action the distortion creature uses its ability to manipulate the spatial characteristics around him to allow for greater precision adding a +1 circumstance bonus to its attack roll this bonus increases by +1 for every 2 HD the creature possess to a maximum of +10 at 18th level.
  • Redirect Ranged Attack: By bending the rules of physics, a distortion creature can change the direction of any incoming ranged attack. Any incoming ranged attack provokes an attack of opportunity, to which the distortion creature can make a special opposed attack roll essentially attacking the ranged attack with his distortion field. Otherwise if follows standard rules for opposed attack rolls. If successful, the attack is sent off in a random direction (including ranged spell attacks that require an attack roll to hit, like a ray) as a grenade-like weapon. If its roll exceeds its opponents by 10 or more the distortion creature can negate the attack (stopping in midair freezing it in time), or it can choose a new target within range of the attack.

Spell-Like Abilities: A distortion creature with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities depending on its Hit Dice. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD (or the caster level of the base creature's spell-like abilities, whichever is higher).

HD Abilities
1–2 Longstrider
3–4 Augury
5–6 Haste, slow
7–8 Freedom of movement
9–10 Telekinesis
11–12 Contingency
13–14 Reverse Gravity
15–16 Temporal Stasis
17–18 Foresight
19–20 Time Stop

Abilities: Increase from the base creature as follows: 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 creature’s Charisma-based DCs)

Skills: Distortion creatures gain a +8 racial bonus on Acrobatics and Disable Device checks.

Feats: Distortion creatures gain Combat Reflexes, Improved Initiative, Lightning Reflexes, and Quicken Spell-like Ability as bonus feats.

Environment: Change to any land

Treasure Double base creature (if the creatures treasure is listed as none it changes to standard treasure)

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