Heartless (3.5e Template)

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Heartless[edit]

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Heartless are monsters from the plane of shadow that are drawn to the darkness in peoples hearts. For more information go here

Heartless Kobold
Size/Type: Small Outsider
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 30ft (6 Squares)
Armor Class: 15 (+1 Size, +1 Dex, +3 Natural), touch 12, flat-footed 14
Base Attack/Grapple: +1/-4
Attack: Spear +1 melee (1d6-1/x3)
Full Attack: Spear +1 melee (1d6-1/x3))
Space/Reach: 5ft/5ft
Special Attacks: Consume Heart
Special Qualities: Darkvision Infinite, Contract, Create Spawn, Favored Enemy (Nobody), Natural Equipment, Shadow Door, Surface Shadow
Saves: Fort +2, Ref +1, Will -1
Abilities: Str 9, Dex 13, Con 10, Int 3, Wis 9, Cha 8
Skills: Hide +16, Listen +2, Move Silently+2*, Search +2, Spot +2
Feats: Alertness
Environment: Plane of Shadow
Organization: Solitary, Pair, Group (3-5), Troupe (6-20), or Army (20-1000)
Challenge Rating: 1
Treasure: Standard
Alignment: Always any evil
Advancement: 2-20 HD (Small)
Level Adjustment: -


Creating a Heartless[edit]

This template may be added to any corporeal, living creature, here after referred to as the base creature.

Size and Type[edit]

Type is changed to Outsider

Hit Dice[edit]

change HD to d8

Special Attacks[edit]

Base creature keeps all special attacks, except that abilities that are good aligned, such as Smite Evil are changed to effect good aligned creatures instead.

All base creatures spells that were memorized before becoming a heartless become spell-like abilities that can each be used once per day for each time the spell(s) were memorized, cast at the caster level that the base creature were when their heart was consumed. If spells and/or spell-like abilities were based on Intelligence, change their base ability to to Wisdom.

Consume Heart (Su): When a creature is knocked out or killed by a heartless, the heartless uses the next round to consume that creatures heart, and the heart is transported to the Plane of Shadows to become a Heartless while the Body and Soul are transported to the Astral Plane to become a Nobody

Special Qualities[edit]

Base creature keeps all special qualities, except that abilities that are good aligned, such as Detect Evil are changed to effect good aligned creatures instead.

All base creatures spells that were memorized before becoming a heartless become spell-like abilities that can each be used once per day for each time the spell(s) were memorized, cast at the caster level that the base creature were when their heart was consumed. If spells and/or spell-like abilities were based on Intelligence, change their base ability to to Wisdom.

Darkvision Infinite. Heartless have no trouble seeing even in complete or magical darkness.

Create Spawn (Su): Any creature whos heart is consumed by a heartless automatically is revived on the Plane Of Shadows with the Heartless template as well as on the Astral Plane with the Nobody.

Favored Enemy (Nobody): Heartless gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Nobodies. Likewise, they get a +2 bonus on weapon damage rolls against Nobodies.

Natural Equipment (Ex): All weapons and armor that the base creature had when it became a heartless are considered to be natural weapons.

Shadow Door (Ex): At will, as a full round action, a Heartless can travel between shadows, just as a Shadow Dancer may, at a maximum range of 10ft per HD.

Surface Shadow (Ex): Allows the heartless to move at base speed as a complete shadow with its yellow eyes showing on the floor, wall, surface, ect. They are immune to physical attacks (except by Ghost Touch weapons) and can't attack while in this from. The heartless also gains a +10 bonus to Move Silently and -4 to Hide (from the glowing yellow eyes) while in this form. Because the heartless are born from the shadow plane, this ability is not supernatural but extraordinary.

Contract (Sp): A heartless is drawn to similar aligned creatures. Any evil or chaotic beings may be approached by a heartless or group of heartless for cooperation. For each hour spent in the company of a heartless, the non-heartless being must make a Will save DC 10+Heartless combined HD or suffer 1d2 CON damage and act as though under the Suggestion spell. This lasts until all heartless in the area are defeated or the non-heartless creature dies. If a creature under the influence of a heartless dies it becomes a heartless as well. Even if the Will save is successful, the creature still suffers a -1/hour morale penalty to Willpower saves due to exposure to the darkness. If the encounter outlasts the non-heartless' willpower save (Willpower base save + wisdom modifier + miscellaneous/magic modifiers if any.) That creature succumbs totally to the darkness and acts as though under the Command spell. At the end of the encounter even if there are no heartless left to consume the heart, the creature becomes a heartless as well.

Abilities[edit]

Same as base creature except Intelligence is changed to 3.

Skills[edit]

In addition to the base creatures skills they gain Hide +10

Environment[edit]

Any

Challenge Rating[edit]

+1

Alignment[edit]

Change alignment to Any Evil

Advancement[edit]

By HD or character class

Level Adjustment[edit]

-


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