Irresistible Creature (CR +1)

Some beings have such personal magnetism that it extends into the supernatural; it is capable of persuading others, even the most unlikely ally, to join it in its quest. These allies quickly develop no qualms about killing or even dying for this being, even if the ally has known it for a short time, and regardless of the odds set against this being. These are the Irresistible Creatures.

Creating an Irresistible Creature

"Irresistible" is an inherited template that can be added to any intelligent creature that can understand and speak at least one language (referred to hereafter as the base creature). An Irresistible creature uses all the base creature’s statistics and special abilities except as noted here.

CR: +1

Defenses/Qualities: Immune charm, compulsion

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

Charming Insight (Su): Once per day, an irresistible creature can provide such an insight into the nature of a creature’s existence that it charms a single creature that hears it. The irresistible creature need not be able to see the target of its insight or have line of effect to it, but if the target cannot hear the insight, this use of the ability is wasted. The insight must be one that would cause the target to view the irresistible creature as a trusted friend or that would make it likely to follow the irresistible creature’s orders, but it can be as outlandish as the irresistible creature wishes. If the target hears the insight, both creatures must attempt opposed Bluff/Sense Motive checks. A creature that fails this check by less than 5 is affected as though by the charm monster spell (CL equals the irresistible creature’s HD). Failure by 5 or more means the irresistible creature has dominated the target as though using the dominate monster spell (CL equals the irresistible creature’s HD). Charming insight is a sonic, mind-affecting, and charm effect.

Recruit Cohort (Ex): 1/day, whenever a irresistible creature defeats (but does not kill) a creature, help’s a creature defeat its enemy, performs a ritual exchange of food, saves the life of a creature, or spends one minute making an impassioned plea for a creatures helped, along with a successful diplomacy check that changes the creatures attitude to friendly. That creature will become a devoted follower and cohort of the irresistible creature, a Will Save negates (DC 10 +1/2 the irresistible creature’s HD + its Charisma modifier). This ability is natural occurrence and cannot be suppressed, nor does the subject know that they have been forced to make a saving throw and the irresistible creature does not know if the save was failed. This is a mind-affecting, charm effect.

Rallying Cry (Su): 1/day, as an immediate action, an irresistible creature gives a battle cry that rallies and inspires its allies. All allies with line of sight, who can hear it, gains a morale bonus on attack rolls, saves, and skill checks equal to half the irresistible creature’s HD, immunity to fear effects, and temporary hit points equal to the irresistible creature’s HD for one minute per HD the irresistible creature possess. Further, all allies within the area, under the effects of an unwanted enchantment, can make another saving throw against the effect (at the original DC with the new morale bonus) to throw it off. Effects without saving throws cannot be thrown off in this way.

Presence of Safety (Su): Activating this ability is a free action that is part of an attempt at parley. Opponents within range who witness the action attempting to perform any form of attack, even with an area effect spell, must attempt a Will save (DC 10 + ½ the irresistible creature’s HD +1/2 its Charisma modifier). If the save succeeds, the opponent can attack normally though it suffers a -2 morale penalty to attack and damage rolls and if there is an opponent, other than the irresistible creature, available to attack that creature must attack that foe first. An opponent that succeeds on the saving throw is immune to that same creature's presence of safety for 24 hours. If the save fails, the opponent can't follow through with any attack, that part of its action is lost. These effects last for 1 round per HD the irresistible creature possesses.

Those not attempting to perform any attack remain unaffected. The irresistible creature cannot attack without breaking the effect, but may use any other form of action, spell of effect that is not considered an attack (see invisibility).

Abilities: Cha +10 (+5 to Bluff, diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others, and Channel Energy DCs, +5 to any of the base creature’s Charisma-based DCs).

Skills: Irresistible creatures gain Diplomacy and Sense Motive as class skills, with bonus ranks equal to the irresistible creature’s HD.

Organization: The base creature plus leading commoners (4–9 ), leading warriors (10–24), or leading a tribe (25+ plus 50% noncombatants, 1 sergeant of CR 2 per 20 adults, 1 or 2 lieutenants of CR 3 or 4, 1 captain of CR 6-8, 6–12 CR 2 animals, and 1–4 CR 3-5 monsters).

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