Entropy-Infused Creature (CR +1)

Dark gods and the fiendish lords of negative energy sometimes grant their agents special powers, infusing them with the essence of negative energy combined with one of the four elements. These powers remain a legacy to the creature’s descendants and, sometimes, can even be passed on in secret ceremonies. In such a way that Entropy-infused creatures occasionally become races unto themselves. Entropy-infused creatures of different elemental types have little in common, but those that are infused with the same elemental type share a special bond. A desiccation-infused creature generally has webbed appendages and a dried out husk skin, hair, or scales, while an ash-infused creature may have black or gray skin, hair, or scales. A vacuum-infused creature usually looks much like an albino or transparent version of its kind and a dust-infused creature’s body is typically rust colored, flaking or pitted.

Creating an Entropy Creature

“Entropy” is an inherited or acquired template that can be added to any corporeal creature. An Entropy creature uses all the base creature's statistics and special abilities except as noted here.

CR: +1

Type: the creature gains the subtype of the element that infuses it vacuum (air), dust (earth), ash (cold), or salt (water).

Defenses/Qualities: Lifesense 60ft.; immune to necromancy (as magic immunity), negative energy, energy drain, ability drain; vulnerability to positive energy (see undead affinity below); no longer breaths, eats, or sleeps.

An entropy-infused creature gains additional defenses according to the element that infuses it, as below:

  • Ash: immune to cold, electricity, and sonic, vulnerability to fire
  • Dust: immune to acid, cold, and fire, vulnerability to lightning and sonic
  • Salt: immune to cold, electricity, fire, and sonic, vulnerability to acid
  • Vacuum: immune to cold, electricity, fire, and sonic, vulnerability to acid

Speed: An entropy-infused creature retains the base creature’s speeds and gains a new speed according to the element that infuses it, as given in the following sections. If the base creature already possessed the mode of movement that the element would grant, the entropy-infused creature adopts the higher of the two speeds.

  • Ash or Vacuum: fly speed (perfect maneuverability) equal to its highest speed or increase existing fly speed and maneuverability to equal its highest speed.
  • Dust: burrow speed equal to its highest speed or increase existing burrow speed to equal its highest speed.
  • Salt: swim speed equal to its highest speed or increase existing swim speed to equal its highest speed.

Special Abilities: An entropy-infused creature gains the following special abilities.

Elemental Possession (Ex): An entropy-infused creature can possess an inanimate volume of its base element, air (vacuum), earth (dust), fire (ash), or water (salt)) equal to its size category animating it and taking on a roughly humanoid corporeal form equal to its size. This is a move action, though it can ready an action to possess and elemental or energy attack composed of its base element, negating its effects (electricity or sonic (vacuum), acid (dust), fire (ash), or cold (salt)). The entropy-infused creature may possess an element for no more than 10 minutes, after which time the element used is hopelessly corrupted and ruined.

While within this form it gains a +2 to attack and damage rolls, and a 25% miss chance (as if it were incorporeal) Each time while within this form an entropy-infused creature is exposed to a poison, paralysis, sleep, or stunning effect, it has a 25% chance to avoid it. In addition, there is a 25% chance that a sneak attack or critical hit deals no extra damage.

Once per day elemental possession adds a number of temporary hit points per HD equal to its Constitution modifier (or Charisma modifier) for as long as you are in this form.

Undead Affinity (Ex): An entropy-infused creature is healed by negative energy as if it were undead, and harmed by positive energy. Effects that harm or affect undead affect the entropy-infused creature as if it were undead.

Entropy Attack: An entropy-infused creature gains special attacks according to the element that infuses it, as given below.

  • Ash Cloud (Su): The ash-infused creature is surrounded by a swirling cloud of ash. Within a 10’ radius all creatures suffer 2d6 points of cold damage each round. Living creatures in the area must make a successful Fort save (DC 10 + ½ the ash-infused creature’s HD + its Constitution modifier or Charisma modifier if the creature does not have a Constitution score) or become fatigued and permanently blinded.
  • Crumble (Su): Any object (including armor) or construct struck by or striking the dust-infused creature gains the Broken Condition, a successful Fort save negates (DC 10 + ½ the dust-infused creature’s HD + its Constitution modifier or Charisma modifier if the creature does not have a Constitution score). An object with the broken condition is ruined. An object that successfully saves is immune to this infused creature’s crumble ability for 24 hours.
  • Desiccate (Su): Once every 1d4 rounds, as a standard action, a salt-infused creature may draw in all moisture from the area surrounding it. All living creatures within a 30’ radius of the salt-infused creature suffer 1d6 points of damage per HD the salt infused creature possesses. A successful Fort save (DC 10 + ½ the slat-infused creature’s HD + its Constitution modifier or Charisma modifier if the creature does not have a Constitution score) halves this damage. The damage dice is increased d8s when dealing damage to Water elementals and plant creatures.
  • Vacuum (Su): The vacuum-infused creature lacks any breathable air in any space it occupies and in a 10’ radius around it. Living, breathing creatures in the area must make a Fortitude save (DC 10 + ½ the vacuum-infused creature’s HD + its Constitution modifier or Charisma modifier if the creature does not have a Constitution score) or begin to suffocate. Creatures that successfully save begin holding their breath, and may remain in the vacuum infused creature’s area as long as they are able to continue holding their breath.

Abilities: Increase from the base creature as follows: Con +4 (+2 to Fort, +2 hp per HD, and the entropy-infused creature’s Constitution-based DCs) if the base creature has a constitution score. An entropy-infused creature’s ability scores also change from the base creature’s according to the element that infuses it, as given below:

  • Dust or Salt: Str +6 (+3 to melee attack and damage rolls (and thrown weapon damage rolls), Climb and Swim checks, CMB, CMD, strength checks, and any of the base creature’s Strength-based DCs)
  • Ash or Vacuum: Dex +6 (+3 to Ranged attack rolls; AC and touch AC, and Ref saves. +3 to Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth checks.)

Feats: An entropy-infused creature gains bonus feats based on the element that infuses it, assuming that the base creature does not already have it (it gains the benefits of this feat even if it does not meet its prerequisites), as follows:

  • Ash: Blinding Critical or Exhausting Critical
  • Dust: Improved Sunder
  • Salt: Greater Penetrating Strike
  • Vacuum: Defensive Combat Training

Skills: An entropy-infused creature gains a racial skill bonus according to the element that infuses it, as given below:

  • Ash or Vacuum: +8 racial bonus to Fly
  • Dust: +8 racial bonus to Climb
  • Salt: +8 racial bonus to Swim

Environment: As base creature, plus the base elemental plane and any negative energy plane.

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