Hero Killer Creature (CR +5)

A hero killer creature discovers a strange gem that transforms it from its humbler original form into a virtual engine of destruction. The gem also imparts an overwhelming desire in the creature: destroy great heroes of the land. It can sense the greatest living legend within hundreds of miles, and it will track this creature resolutely, brooking no interruptions to its destiny. If the hero killer creature encounters a group of adventurers that could count one of its members as a potential target, the creature will casually cast aside all obstacles to achieve its overriding goal.

Creating a Hero Killer Creature

“Hero killer” is an acquired template that can be added to any corporeal creature, whose base CR is 6 or higher. A hero killer creature uses all the base creature’s statistics and abilities except as noted here.

CR: +5

Armor Class: A hero killer creature’s natural armor bonus, deflection bonus, and insight bonus to AC (if any) increases by 50% (rounded down).

Defenses/Qualities: DR 10/adamantine and magic (increase to 15/adamantine and magic if the hero killer creature’s CR is 15 or higher). SR equal to 11 + CR. Immune eyes on the prize (see below).

Spell-like Abilities: at will—discern location (automatically detects a “hero” it need not have seen it or possess an object belonging to it), greater dispel magic, CL 20th.

Speed: All movement rates increase by 10 feet. Additionally, the creature receives an additional movement mode it doesn’t already possess (typically, fly or swim) at a rate equal to the base creature’s land speed.

Special Abilities: The creature gains the following special abilities.

Eyes on the Prize (Ex): The gem empowering the hero killer hones its abilities to the fullest in pursuit of its goal. As a side effect, the creature gains incredible power when dealing with all “distractions.” For any creature other than its target, the hero killer doubles its armor, deflection, and insight bonuses (effectively tripling the base creature’s bonuses); its DR becomes 5/— (or 10/— for CR 15 or higher creatures); it gains a +8 circumstance bonus to its CMD; and the creature benefits from improved evasion and improved uncanny dodge (as if it were a barbarian or rogue with levels equal to its hit dice). Finally, the hero killer gains immunity to any mind-affecting effects, regardless of the source.

Once it has attempted to collect its target (see below), it loses all the above benefits until it fixes upon a new target 24 hours later. Additionally, A hero killer creature gains no benefit from this ability against any victim of the hero killer who has returned to life after the hero killer has attempted to collect the victim.

Soul Gem (Su): If a hero killer slays its target, it automatically inflicts a soul bind effect as a free action upon it. A successful Will save (DC 10+1/2 the hero killer’s HD + its Constitution modifier) negates. The gem imbedded in the creature’s body serves as the material component for the effect. This Gem possess the hero killer creature's AC +4, Hardness equal to the Hero Killer’s Constitution score, its hit points are equal to double its Constitution score, and its Break DC is equal to its Constitution score +10. (Replace Constitution scores with Charisma scores if the base creature does not possess a Constitution Score.) The gem possesses the hero-killer creature’s saves, DR, SR, fast healing, resistances, immunities, weaknesses, and any other special defenses.

Abilities: Increase from the base creature as follows: Str +12 (+6 to attack and damage, +6 to Climb and Swim skill checks, +6 to CMB checks, and +6 to CMD), Dex +4 (+2 to Init, ranged attack rolls, AC, touch AC, and Ref saves; +2 to Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth skill checks; +2 to Dexterity-based DCs), Con +12 (+6 hp per HD, +6 to Fortitude saves, and +6 to any of the base creature’s Constitution-based DCs), Int +6 (minimum 15; +3 extra skill points per HD, +3 to Appraise, Craft, Knowledge, Linguistics, and Spellcraft skill checks; +3 to Intelligence-based DCs), Wis +6 (+3 to Will save; +3 to Heal, Perception, Profession, Sense Motive and Survival skill checks; +3 to any Wisdom-based DCs), Cha +10 (+5 to Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others; and any of the creature’s Charisma-based DCs).

Feats: Gain Ability Focus, Improved Critical, Improved Initiative, and Quicken Spell-like Ability (greater dispel magic) as bonus feats.

Skills: The hero killer gains a +8 bonus on Perception and Sense Motive checks.

Languages: The creature gains Common if it didn’t already speak it, and it gains the ability to speak any languages it already knows but couldn’t speak.

Treasure: Base creature’s treasure plus double standard (embedded gem).

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