Eternal Creature (CR +1)

The oldest of desires is to counteract the fleeting nature of existence. The ancient oral traditions, religious teachings, and greatest literary works ingrain this yearning into the collective consciousness of all mortal races. However, the power to defeat death itself sometimes is not a boon for some, but a curse as they watch all those they have ever known and love slip away becoming naught but ash and dust. These accused beings spend the whole of their existence seeking death’s final embrace. These blessed and cursed beings are the eternal creatures.

Creating an Eternal Creature

"Eternal" is an acquired template that can be added to any living creature (referred to hereafter as the base creature). An eternal creature uses all the base creature’s statistics and special abilities except as noted here. If you wish to represent the skill level of a creature that has been alive for an extended period, you will need to increase the creatures HD.

CR: +1

Alignment: Over a long period, this usually changes to neutral.

Defenses/Qualities: Regeneration (see below); Immune ability damage, ability drain, disease, energy drain, paralysis, permanent wounds, petrification, poison, polymorph; Weakness (see below)

Special Abilities: An eternal retains all the special abilities of the base creature, plus the special abilities as described below:

Regeneration (Ex): An eternal creatures rate of regeneration is equal to its Constitution Score. No form of attack, except its special weakness, can suppress the Eternal creature’s regeneration—it regenerates even if disintegrated, drown, or slain by a death effect. If the eternal creature fails a save against an effect that would kill or destroy it instantly, it rises from death 3 rounds later with 1 hit point, if no further damage is inflicted upon its remains. It can be banished or otherwise transported, but the method to truly kill it or destroy it is only available via its special weakness (see below).

Special Weaknesses (Ex): A creature must use one of the following ways or a combination of them to kill or destroy an eternal creature. If an attack that is associated with this weakness deals damage it deals +50%, if it offers a save the eternal creature suffers a -4 penalty to that saving throw. This weakness should be relevant to the creature’s history or species.

  • Breathe/Eat/Drink: The eternal creature must still eat, drink, or breathe. Another option is that a specific diet must be maintained (vegetarian, carnivorous, etc.). For example, an eternal creature could only die by being starved to death or by having meat secretly mixed into its meal.
  • Causing Death: If the creature kills even in self-defense, or commits a murder, or an unjust killing, the eternal creature loses the benefits of this template.
  • Destroy the mark: This could be a rune, glyph, heraldic crest, sigil, or tattoo on its body, it requires a successful sunder attempt, and 1% of the creatures normal hit point total is enough to destroy it.
  • Energy Type: One of the basic energy types (acid, cold, electricity, fire, and sonic) deals lethal damage, but only in its natural form or magical form.
  • Limited Lifespan: The eternal creature may have to be killed or destroyed a specific number of times, (9 times, 13 times,) this number cannot exceed 101 times (reducing a creature below its constitution score in hp counts as being killed). Another option is that the base creature only gains the template for a limited time, the most common being until a certain act is completed, and if it is not completed by a specific date then the creature loses the template.
  • Moonlight/Starlight/Sunlight: While exposed to this natural occurring light the eternal creature’s regeneration is negated. This could be as specific as the coral light of an eclipse or light from a specific star or moon.
  • Music: The sound of music itself or the sound of a specific song or melody will negate the creature’s regeneration.
  • Phylactery: The creature has part of its soul placed in a receptacle that must first be destroyed.
  • Remove object: A special object (philosopher’s stone, vial of platinum dragon’s blood) must be removed from inside the body of the eternal creature, which requires immobilizing the creature.
  • Rare Substance: Animal (Dwarf Water Buffalo, red wolf) vegetable (snowdonia hawkweed or piratinera gianensis [snakewood]), or mineral (iridium, painite) this could be close proximity (30’ feet), touch, or perhaps a weapon made from the bone, wood, mineral (see specific weapon).
  • Ritual: A special ritual must be performed with the remains of the creature, its head must be removed, a holy wafer placed in its mouth, buried on consecrated ground, cremated and its ashes spread to the four corners of the earth, etc. If a ritual must be performed, the body will not regenerate after death for 1d4 days.
  • Special date: For the duration of a religious holiday, the night of a special phase of the moon, an equinox, a solstice, the base creature looses the benefits of this template. The most uncommon occurrence allowed for a religious holiday or phase of the moon is one specific day every 4 years.
  • Specific Location: To slay the creature it must be lured to a specific location. Examples include its place of birth such as its original lair, the creature’s hometown, the laboratory where it was created, the site where it gained its power, consecrated/desecrated ground, et cetera.
  • Special Weapon: This could be a weapon with specific properties, a weapon that bears a specific name, and/or forged at a special site or by a special person.
  • Specific Affliction: Only a specific transmittable disease (common cold), condition (staggered), or poison (belladonna) can affect the eternal creature causing it to lose the benefits of this template while under its effects.
  • Specific Creature (individual, culture, template, type or subtype): Perhaps only a single fated enemy can slay the eternal creature, or one born from a specific culture, conceivably only other eternal creatures can slay it, perchance only a dragon can kill it or only a wyrd (half-elf/half ogre mage) can destroy it.
  • Specific Spot: The creature is only vulnerable on specific spot on its body, only critical hits damage it, or you must hit its eyes, where its scale is missing, its heel, etc. This requires a successful sunder attempt (+4 to the DC due to its smaller size).
  • Supernatural: The regeneration of the eternal creature is supernatural and it can only be killed in an area where supernatural abilities do not function such as an antimagic shell.

Suppress Regeneration (Ex): As an immediate action an eternal creature can suppress its regeneration ability, if the eternal creature is killed or destroyed it can rise from death 1d4 days later with 1 hit point, if no further damage is inflicted upon its remains. It is still slain or destroyed if it is the result of its special weakness

Abilities: Con +10 (+5 hp per HD, +5 to Fortitude saves, and any of the base creature’s Constitution-based DCs),

Environment: Any land

Eternal Constructs and Undead

A GM could modify this template to affect constructs or undead creatures replacing Regeneration with Fast Healing and Rejuvenation (as a ghost [see Pathfinder Bestiary]) with the listed amount of fast healing being based on Charisma instead of Constitution, and the bonus to ability scores affecting Charisma rather than the base creatures Constitution Score.

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