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Daomen Horror template

Unless otherwise noted, all d20 content on this page is Open Gaming Content as partains to the d20 Open Game License
Horror, Daomen
Horrors are daomens, fiends from the neutral evil planes feared for their stealthy natures and their insidious bonding powers. With little care for law and chaos, these fiends feel that they are free to do true evil, unfettered by the petty dogmas and bickerings of devils and demons. While most horrors have no previous mortal existence, some are evil creatures which have attained their status through arcane rituals, fiendish influence, or loathsome curse.

Creating a Daomen Horror
"Daomen Horror" is a new monster template you can add to any intelligent creature, referred to as the "base creature." For 'willing' creatures who become daomen horrors, an alignment of neutral evil is a must. For creatures cursed by some greater power, their alignment is changed to neutral evil (see Cursed daomen horrors below.) The creature's type changes to 'outsider.'

A daomen horror uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Increase to d8 (if the base creature has >d10 HD, do not reduce the total). Add 4 HD.
Speed: Add or increase flying to Fly 90 ft. (good); if the creature's flying ability is already greater than this, do not change its flying ability.
AC: Natural armor increases by 4 if adjusted HD < 7, by 8 if HD > 8
Attacks: The daomen horror gains bite (1d4) and claw (1d4) attacks; this does not increase the number of attacks the daomen horror may make each round. The daomen horror retains all the attacks of the base creature.
Damage: The daomen horror retains the damage values of the base creature.

Special Attacks: A daomen horror retains all the special attacks of the base creature except when contradictory to those of the daomen horror. In addition, a daomen horror may choose one special attack with no change in Challenge Rating. Increase CR by 1 for every additional special attack. Unless otherwise noted, all saves vs special qualities are made at DC 10 + daomen horror's HD + daomen horror's Charisma modifier.

Ability Score Damage (Su): (Prerequisite: Waking Nightmare, Improved grab) While connected to a creature via the Waking Nightmare, a daomen horror drains 1 ability point a day from the creature's highest ability. If there is more than one ability of the same score, choose in this order: Wis, Int, Cha, Str, Dex, Con. Ability scores decreased in this manner do not heal by natural or magical means while the Waking Nightmare is in effect. Creatures with Strength, Dexterity, Intelligence, Wisdom, or Charisma of 0 become helpless. Creatures with Constitution of 0 are dead.
Frightful Presence (Ex): A daomen horror unsettles foes with its mere presence. This ability takes effect automatically whenever another creature is within a 30 foot radius of the daomen horror. A potentially affected creature that succeeds at a Will save remains immune to that daomen horror's frightful presence for one day. On a failure, creatures with fewer HD than the daomen horror become panicked for 5d6 rounds. Daomen horrors ignore the frightful presence of other daomen horrors.
Vampiric Touch (Su): This functions as the spell vampiric touch as cast by a 6th level sorcerer each time the daomen horror makes a successful claw attack.


Special Qualities: A daomen horror retains all the special qualities of the base creature except when contradictory to those of the daomen horror. Unless otherwise noted, all saves vs special qualities are made at DC 10 + daomen horror's HD + daomen horror's Charisma modifier. All daomen horrors are granted the following base special qualities:

Damage Reduction: Add or increase by 10/+2.
Etherealness (Su): This functions as the spell etherealness up to 3 times a day as cast by a 20th level sorcerer.
Spell Resistence: Add or increase by +7.
Immunities (Ex): Daomen horrors are immune to charm, fear, paralysis, and sleep effects.
Crystal Weakness (Ex): Daomen horrors have a weakness to crystal weapons. Attacks made with weapons of pure crystal bypass the horror's damage reduction and deal 1 point of damage plus the attacker's damage bonus.

In addition, daomen horrors may have other special qualities. Increase CR by 1 for every two additional special qualities. You may choose one with no change in Challenge Rating.

Comprehend Languages (Su): Daomen horrors have a continuous comprehend languages ability as the spell.
Improved grab (Ex): To use this ability, the daomen horror must hit with a bite and a claw attack or both claw attacks. The daomen horror may use this ability on creatures of any size, though it suffers a -2 attack penalty for each size category larger the creature is than the daomen horror.
Stigmata (Su): (Prerequisite: Improved grab) The wounds inflicted by the daomen horror during its Improved Grab attack ooze and do not heal by natural or magical means while the waking nightmare is in effect. Wounds inflicted upon the daomen horror's victim by other creatures while the waking nightmare is in effect will not heal by natural means, but may be cured through magical venues.
Suggestion (Sp): Daomen horrors may use suggestion ability as the spell up to 3 times a day as a 20th level sorcerer. A potentially affected creature may make a Will save to negate this effect.
Waking Nightmare (Su): (Prerequisite: Improved grab) If the daomen horror succeeds in using improved grab, it may then use its waking nightmare ability to attune and attach itself to the creature. A potentially affected creature may make a Will save to negate this effect, which may be reattempted once every 3 days. Once attuned, the daomen horror becomes ethereal and gains non-detection as the spells until the waking nightmare ends. During this time, the daomen horror can affect only the attuned creature and other ethereal creatures. Further, the attuned creature is unaware of the daomen horror during the waking nightmare. The waking nightmare ends when the creature dies or the daomen horror chooses to end the effect. The waking nightmare can also be ended by use of dismissal or similar spell, or by a successful Will save. The waking nightmare is a mind-influencing effect and as such, does not affect undead.
Vampiric Bond (Su): (Prerequisite: Vampiric Touch) After a successful attack, a horror may forgo his Vampiric Touch ability to attempt a vampiric bond with the creature attacked. The creature receives a Will save to resist the vampiric bond. At anytime thereafter, the horror may choose to use his vampiric touch ability on the bonded creature (no save) as long as the creature remains on the same plane of existence. The bond remains in place until either the horror or the creature dies, or until removed by remove curse or similar spell. The horror can have no more bonded creatures than his Wisdom modifier.

Saves: Modify the base creature as follows: Fort +2, Ref +0, Will +4
Abilities: Modify the base creature as follows: Str +0, Dex +4, Con +0, Int +2, Wis +4, Cha +4
Skills: Same as base creature. A daomen horror has 8 skill points plus its Intelligence modifier per Hit Die. Add 4 Hit Die worth of skills points. Distribute at least 4 skill points to each of the following: Hide, Move Silently, Perform. Add the remaining skill points to skills from the following list: Bluff, Concentration, Diplomacy, Intimidate, Listen, Search, Sense Motive, Spellcraft, Spot, Wilderness Lore
Feats: As base creature and choose one of the following: Alertness, Iron Will, Track, Improved Initiative, Multiattack

Climate/Terrain: As base creature or any land or underground.
Organization: Solitary
Challenge Rating: Same as base creature +2. Increase CR by 1 for every special attack beyond 1. Increase CR by 1 for every two additional special qualities beyond those granted.
Treasure: None
Alignment: Always Neutral Evil
Advancement: Same as base creature

Cursed daomen horrors
While most daomen horrors become what they are through their own doing, on very rare occasions a greater evil power will curse a particularly bothersome enemy, forcibly changing them into a daomen horror. Such a curse is not laid frivolously as to do so, the power must sacrifice one of his powerful minions to bind the enemy's soul and loyalty. While the victim can be of any alignment and of any creature type, the more powerful the creature, the greater the cost to the evil power.

To bind an evil creature, the power must sacrifice a minion of 1.5 times the hit dice of the victim. For neutral creatures, the minion must have 2 times the hit dice, and for good creatures, the minion must have 3 times the hit dice. Further, if the victim is a Lawful Good Paladin or Cleric in good standing with his patron, the minion must have 4 times the hit dice of the victim.

Once changed into a daomen horror, the victim's memories are lost and instead replaced with a primeval rage and feeling of pain which they can only relieve by inflicting harm on others. While such an event is rare, occurring less than once every millennia, the daomen horrors produced in this way tend to be the most evil creatures in existence. The pain of loss often grows with each kill as if something deep within them understands the evil they have become. And so the horror reacts in the only way it knows how: inflicting more evil upon the world.

There are no known cases of a cursed daomen horror being redeemed. This is not to say it isn't possible, but to do so would surly take a power and sacrifice at least equal to that which created the monster.

Cursed Daomen Horrors have all the statistics and abilities of a Daomen Horror except as noted here:

Saves: Modify the base creature as follows: Fort +0, Ref +0, Will +6
Abilities: Modify the base creature as follows: Str +4, Dex +4, Con +0, Int +0, Wis -4, Cha +10
Damage Reduction: Add or increase by 30/+3.
Spell Resistence: Add or increase by +23.
Challenge Rating: Same as base creature +3 + CR modifiers for Special Qualities and Attacks.
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