Friday, June 13, 2014

Frightful Fridays! Blitzwolf Creature

Hello and welcome back to another installment of Frightful Fridays! Today's monster is courtesy of an image my friend Paris Crenshaw discovered and pointed out to me. I imagine some mad scientist type (most likely a Pathfinder RPG™ alchemist) created this harness that changes shape with the werewolf to which it is fitted. While the werewolf is in human form, there's no evidence of anything unusual, except perhaps the smell of ozone and an unusual amount of static electricity arcing from the creature.
This marks the first template to grace this feature. I figured the process could apply to all were-creatures, and, in keeping with the wonky naming convention for were-creatures in Pathfinder, the template has a parallel moniker of "blitzwolf." Therefore, one could make a blitzwolf wererat or other blitzwolf "lycanthrope." I figure most were-creatures would shorten the name to "blitz" or add it to their animal type ("blitzrat" for the aforementioned wererat).
Krüger embraces his bestial nature and became an antipaladin, seeking to destroy or convert innocent humanoids. Krüger's not a nice guy at all, and the new feat, Demoralizing Sunder, along with his ability to strip weapons of their silver plating should give characters who meet him even more reason to hate him. At any rate, I hope you find him and the blitzwolf template interesting, and I'll see you next week. Thanks for reading!
 


Blitzwolf Creature Template
Blitzwolf creatures are born of nascent alchemical experiments whereby electricity bonds with the creatures. To date, only were-creatures have successfully completed the procedure, which has the beneficial side effect of allowing the affected creatures to separate silver from silver-bonded weapons. Many non-wolf were-creatures shorten the name to "blitz" when referring to themselves.

Creating a Blitzwolf Creature
"Blitzwolf creature" is an acquired template that can be added to any lycanthrope (referred to hereafter as the base creature). A blitzwolf creature retains all the base creature's statistics and special abilities except as noted here.

CR: Same as base creature +1.
Defenses/Qualities: A blitzwolf creature gains electricity resistance 10 (if HD 11 or less) or electricity resistance 20 (if HD 12 or more).
Speed: A blitzwolf creature's base speed increases by 10 ft.
Special Abilities: A blitzwolf creature retains all the special attacks of the base and gains the following.
Discharge Electricity (Su): When in hybrid or animal form, a blitzwolf creature imbues its melee and natural weapons with electricity, which deals 1d6 damage on a successful hit. Additionally, an opponent grappling the blitz creature takes 1d6 electricity damage each round the opponent does so.
Silver Electrolysis (Su): When in hybrid or animal form, a blitzwolf creature who strikes a foe wielding a silver weapon or a blitz creature struck by a silver weapon potentially separates the silver from the weapon. The wielder must succeed at a Reflex save (DC equal to 10 + 1/2 blitzwolf creature's total Hit Dice + Con modifier) or the weapon loses its silver property. A blitzwolf creature can also target an unattended weapon with this ability. This weapon receives a saving throw only if it is magical.
Abilities: Increase from the base creature as follows: Str +4, Dex +4, Con +4.


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Krüger (Human Form) CR 8
XP 3,200
Human blitzwolf natural werewolf antipaladin 7 (augmented humanoid)
CE Medium humanoid (human, shapechanger)
Init +3; Senses low-light vision, scent; Perception +1
Aura cowardice (10 ft.)

Defense
AC 20, touch 12, flat-footed 19 (+8 armor, +1 deflection, +1 Dex)
hp 78 (7d10+35)
Fort +12, Ref +7, Will +8
Immune disease; Resist electricity 10

Offense
Speed 30 ft.
Melee +1 bastard sword +13/+8 (1d10+7/19-20)
Special Attacks channel negative energy 2/day (DC 15, 4d6), smite good 3/day (+2 attack and AC, +7 damage)
Spell-Like Abilities (CL 7th; concentration +9)
At will—detect good
Antipaladin Spells Prepared (CL 4th; concentration +6):
2nd—bull's strength
1st—bane (DC 13), death knell (DC 13)

Statistics
Str 19, Dex 16, Con 20, Int 8, Wis 12, Cha 14
Base Atk +7; CMB +11 (+13 sunder); CMD 25 (27 vs. sunder)
Feats Demoralizing Sunder, Improved Sunder, Power Attack, Skill Focus (Intimidate), Weapon Focus (bastard sword)
Skills Handle Animal +12, Intimidate +15, Stealth +8
Languages Common
SQ aura of evil, change shape (human, hybrid, and wolf; polymorph), channel negative energy, cruelties (diseased, sickened), fiendish boon (weapon +1, 1/day), lycanthropic empathy (wolves and dire wolves), touch of corruption, unholy resilience
Gear +1 banded mail, +1 bastard sword, headband of alluring charisma +2, ring of protection +1, 65 gp


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Krüger (Hybrid Form)
CE Medium humanoid (human, shapechanger)
Init +4; Senses low-light vision, scent; Perception +1
Aura cowardice (10 ft.)

Defense
AC 24, touch 12, flat-footed 23 (+8 armor, +1 deflection, +1 Dex, +4 natural)
hp 85 (7d10+42)
Fort +13, Ref +8, Will +8
DR 10/silver; Immune disease; Resist electricity 10

Offense
Speed 30 ft.
Melee +1 bastard sword +14/+9 (1d10+7/19-20 plus 1d6 electricity), bite +7 (1d6+2 plus 1d6 electricity and trip and curse of lycanthropy)
Special Attacks channel negative energy 2/day (DC 15, 4d6), electrical discharge, silver electrolysis (DC 19), smite good 3/day (+2 attack and AC, +7 damage)
Spell-Like Abilities (CL 7th; concentration +9)
At will—detect good
Antipaladin Spells Prepared (CL 4th; concentration +6)
2nd—bull's strength
1st—bane (DC 13), death knell (DC 13)

Statistics
Str 21, Dex 19, Con 22, Int 8, Wis 12, Cha 14
Base Atk +7; CMB +11 (+13 sunder); CMD 27 (29 vs. sunder)
Feats Demoralizing Sunder, Improved Sunder, Power Attack, Skill Focus (Intimidate), Weapon Focus (bastard sword)
Skills Handle Animal +12, Intimidate +15, Stealth +9
Languages Common
SQ aura of evil, change shape (human, hybrid, and wolf; polymorph), channel negative energy, cruelties (diseased, sickened), fiendish boon (weapon +1, 1/day), lycanthropic empathy (wolves and dire wolves), touch of corruption, unholy resilience
Gear +1 banded mail, +1 bastard sword, headband of alluring charisma +2, ring of protection +1, 65 gp


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New Feat

Demoralizing Sunder
When you break your opponent's equipment, you instill fear in that foe.
Prerequisites: Str 13, Improved Sunder, Power Attack, base attack bonus +5.
Benefit: Whenever you destroy a weapon, shield, or suit of armor with a sunder attempt, you can use a free action to make an Intimidate check to demoralize the foe equipped with the destroyed item. You gain a bonus on this check equal to the amount by which your damage exceeds the item's hit points.