Havenfury Creature (CR +Varies)

A prophet bringing his people to a promised land, an idealist seeking a protector for his people, a humble servant willing to do anything to help his family, these are the types of beings that become Havenfury creatures. Inhabiting a havenfury creature is a special type of outsider that has given up its form, and its powers, to imbue a mortal with otherworldly power in accord with an ancient mystical pact. These spirits of power are named furies. This merging causes a physical manifestation when the havenfury uses its powers. Its entire body, clothing, and all equipment it carries becomes non-reflective to all light making the creature look like nothing more than a thing of darkness with pupil-less glowing red eyes. At least three, disembodied translucent beasts also circle its body, with a red-orange glow to their forms. These beasts are usually a powerful symbol representing the base creature’s people. An eastern background could have dragons, a drow could have spiders, and so forth.

Creating a Havenfury Creature

A "Havenfury" is an acquired template that can be added to any creature (referred to hereafter as the base creature). A havenfury creature uses all the base creature’s statistics and special abilities except as noted here.

CR: Base creature's CR 4 or less, as base creature +1; base creature’s CR 5 to 10, as base creature +2; base creature’s CR 11 or more, as base creature +3.

Alignment: Changes to any Lawful.

Type: The creature's type changes to outsider (native). Do not recalculate HD, BAB, or saves.

Armor Class: Natural armor bonus becomes equal to 1/2 its base attack bonus and its deflection bonus becomes equal to 1/2 its base attack bonus.

Defenses/Qualities: Gains darkvision 60 feet; Weakness Vulnerability to Havenwards (suffer +50% damage from a havenward creature’s attacks, and suffer a -4 penalty to saves against spell or effects controlled by a havenward creature.)

Melee: A havenfury has a touch attack that it can use once per round as a natural weapon. A haven armed with other natural weapons or manufactured weapons uses its weapons normally, and can use its touch attack as a secondary natural weapon. Select an energy type acid, cold, electricity, fire, or sonic. This melee touch attack deals 1/2 HD d6 of the selected damage type, thus a 6 HD havenfury creature would deal 3d6 points of acid damage. A successful Fortitude save (DC 10 + 1/2 the havenfury’s HD + the havenfury’s Charisma modifier) halves this damage.

Spell-Like Abilities: A Havenfury creature with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities set by its HD. abilities are usable once per day. CL equals the creature's HD (or the CL of the base creature's spell-like abilities, whichever is higher).
HD Spell-like Ability
1-2 alarm
3-4 shield other
5-6 glyph of warding
7-8 secure shelter
9-10 mage’s private sanctum
11-12 guards and wards
13-14 heroes feast
15-16 refuge
17-18 shield of law
19-20 teleportation circle

Special Abilities: A havenfury retains all the special abilities of the base creature, plus the special abilities as described below. Creatures struck by the havenfury’s touch attack are automatically subject to each effect of these special abilities.

Corrupt Language (Su): A havenfury can permanently replace any two languages of a creature (including common) within 100 ft. +10 feet per HD, with the native language of a havenward (see below) as a swift action, if the creature fails a Will save (DC 10+1/2 the havenfury’s HD + the havenfury’s Charisma modifier). This curse effect requires a remove curse to be cast while standing on some of the havenward’s (see below) native soil in order to be removed.

Havenward (Ex): When a havenfury appears the violated race, sub-race or background is granted the status of havenward. The status has several special properties. The save DCs for these special qualities are 10 +1/2 the havenfury’s HD + the havenfury’s Charisma modifier.

  • Obedience: As a standard action a Havenfury can, at will, use dominate monster on a havenward.
  • Hearth: Wherever a Havenfury is present all havenwards within 10 miles x the havenfury’s CR know it and are drawn toward a 1-mile radius of the havenward. A successful Will save allows the havenward to resist the pull for one day.
  • Life: Havenfuries and havenwards within line of sight can loan hit points to the other as an immediate action; treat these as temporary hit points lasting one hour.
  • Union: Havenfury can sense the direction, distance (exact), emotional state, and status of all havenwards within 1 mile per the havenfury’s CR.

People’s Hero (Su): A havenfury of at least CR 3, or higher, possess an aura (radius 10 ft. per HD) that grants all havenwards in the aura a +2 morale bonus on attack rolls, saves, and skill checks. The aura of a havenfury of at least 9 HD, or higher, grants a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to the Havenfury’s HD.

Steal Skill (Su): A Havenfury can permanently steal the ranks of a single skill of any creature within 100 ft +10 feet per point of CR as a swift action, Will save negates (DC 10+1/2 the havenfury’s HD+ the haven’s Charisma modifier). It gains free use of these ranks up to its normal maximum, (it can store a number of skills equal to 3+ the havenfury’s Intelligence bonus). It can grant these skill ranks to a willing havenward (see above) both the Havenfury and the havenward cannot exceed their HD in max ranks. A creature that makes its saving throw is immune to this ability for 24 hours. This curse effect requires a remove curse to be cast while standing on some of the havenward’s (see above) native soil.

Snitch Silver (Su): A havenfury creature can automatically translocate a single silver piece, each week, from each non-havenward creature that is within 1 mile x the havenfury’s HD. This silver arrives in a pile next to the havenfury. Subjects of this ability are allowed a Will save (DC equal to 10 + the havenfury’s HD + the havenfury’s Charisma Modifier) to negate. This effect is extremely powerful (see the enhanced DC), is difficult to detect (upon a successful save), and only being inside an anti-magic field, dimensional lock, or prismatic sphere protects against it.

Spirit Shield (Su): The disembodied beasts around a havenfury shield it from damage by non-havenwards and deal that damage back in kind. The amount of damage reversed in this fashion is based on the HD of the havenfury.
HD 4 or less 5
HD 5 to 10 10
HD 11+ 20

Abilities: Con +4 (+2 hp per HD, +2 to Fortitude saves, and any of the base creature’s Constitution-based DCs), Cha +6 (+3 to Bluff, diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others, and Channel Energy DCs, +3 to any of the base creature’s Charisma-based DCs).

Skills: A havenfury creature with an Intelligence score gains diplomacy and knowledge (local) as class skills, with bonus ranks equal to the havenfury creature’s HD.

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