Herecite…CR 9…不死生物

      

A palpable sense of despair clings to the rotting frame of this decaying man. Tears of blood run from his eye socketsyet his expression is one of unquenched rage.

Herecite of Asmodeus CR 9

Source Pathfinder #100:A Song of Silver pg. 116

XP 6,400

LE Medium undead

先攻 +8感官 darkvision 60 尺, detect good see invisibility;察觉 +20

灵光 desecration30 尺)

防御

AC 24touch 19flat–footed 20+4 敏捷+5 natural+5 profane

HP 13812d8+84

强韧 +11 反射 +10 意志 +11

防御能力 channel resistance +6profane insightDR 10/good免疫 undead traitsSR 2024 vs. divine spells

进攻

速度 40

近战 +2 unholy heavy mace +19/+141d8+10/19–20 plus faith–stealing strike),slam +121d8+5 plus faith–stealing strikeor 2 slams +171d8+8 plus faith–stealing strike

特殊攻击 faith–stealing strike

类法术能力CL 10thconcentration +15

常驻—detect good see invisibility

随意—burning handsDC 16), disguise self

3/—invisibility produce flame unholy blightDC 19

1/—confusionDC 19), fireballDC 18), nondetection wall of fire

属性

力量 22 敏捷 19 体质 — 智力 14 感知 9 魅力 21

Base Atk +9CMB +15CMD 34

专长 Combat Casting Improved Initiative Improved 钢铁意志 钢铁意志 Power Attack Skill Focus(察觉)

技能 Bluff +17Intimidate +20Knowledgeplanes+14Knowledgereligion+17,察觉 +20Sense Motive +14

语言 CommonInfernal

特质 cabalherecite domainsFireTrickery),profane insightunleash heresy

生态

环境 any

组织 solitary or cabal2–5

宝物 double+2 heavy maceother treasure

特殊能力

CabalExMultiple herecites can form a cabal to gain increased magical abilities and defenses. A cabal consists of two to five herecites. The ritual to form a cabalor to welcome new herecites into an existing cabalrequires 24 hours of worshipprayerand vile sacrificeafter which point the herecites become bound to the area in which the ritual was performedthis area can be no larger than one 50–foot cube per herecite in the cabalto a maximum of five 50–foot cubes for a cabal of five herecites. If any one member of a herecite cabal leaves this areait and all other herecites in the cabal lose all of the shared abilities granted by their cabal and they must perform the ritual once again to regain these abilities.

All herecites in a cabal gain the spell–like abilities granted by each individual herecite's domainsin the case of duplicate domainsno additional spelllike abilities are gained—most herecite cabals consist of herecites with individually different domains. All herecites in a cabal share one mindcan communicate telepathicallyand gain a +4 bonus on initiative checks and Perception checks. If at least one herecite in a cabal disbelieves an illusionall other herecites in the cabal are considered to disbelieve the illusion. If one herecite is aware of combatantsall other herecites in that cabal area also aware of those combatantsand if one member is injured or killedall remaining herecites are aware of it. As long as the cabal existsall herecites in the cabal gain fast healing 10.

Desecration AuraSuA herecite's very existence is an embodiment of desecrationand as such it exudes a 30–foot–radius aura of desecration. It and all undead within this area gain a +2 profane bonus on attack rollsdamage rollsand saving throwsand the DC to resist negative channeled energy in the area increases by 6. The herecite itself gains 2 hit points per Hit Die+24 hit points for most herecites. All of these benefits are calculated into the above statsand while they do not stack with those granted by desecrate spellsneither do they vanish if the herecite enters an area under the effect of a consecrate spell.

Faith–Stealing StrikeSuA nonevil divine spellcaster struck by a herecite's slam attack or by its favored weapon must succeed at a DC 21 意志 save or be unable to cast any divine spells for 1 round. Once a creature successfully savesit is immune to further faith–stealing strikes from that particular herecite for 24 hours. The save DC is Charisma–based.

Herecite Domains A herecite is associated with one evil godand is always of the same alignment as that god. The herecite selects two domains granted by that godgaining both domain's 1st–level spells as at–will spell–like abilitiesthe 2nd–level spells as 3/ spell–like abilitiesand the 3rd– and 4th–level spells as 1/ spell–like abilities. Inappropriate spells granted by domainsor spells that duplicate the herecite's existing spell–like abilitiesare replaced with inflict spells of the same level. For examplea herecite with access to Healing would swap out all four of its cure spells for the inflict versionswhile a herecite with access to Glory would swap out bless weapon for inflict moderate wounds searing light for inflict serious woundsand holy smite for inflict critical wounds. The herecite above is a herecite of Asmodeus with the Fire and Trickery domains. These spell–like abilities are in addition to the herecite's base spell–like abilitiesdetect good see invisibilityand unholy blight.

Profane InsightSuA herecite adds its Charisma bonus+5 for most herecitesto its AC as a profane bonus. It is proficient with the favored weapon of its associated deityand if it wields its deity's favored weaponthat weapon gains the unholy weapon ability. Against divine spellsthe herecite's SR increases by 4.

Unleash HeresySuWhen a herecite is destroyedit explodesdealing 3d6 negative energy damage to all creatures in a 30–foot radiusReflex DC 21 half. Any nonevil creature damaged by this energy must also succeed at a DC 21 意志 save or be affected by the herecite's faith–stealing strike. The save DC is Charisma–based.

Herecites are a particularly blasphemous form of undead created via an obscure ritual of sacrificewherein a priest of an evil god offers up at least five worshipers of a nonevil deity to her own deity. All of the sacrifices must worship the same deity. Upon the death of the sacrificed worshiperstheir souls and bodies seethe and surge with negative energythen melt away only to reform into a single entity—a herecite. Even the herecite's appearance serves to support its heretical naturefor these foul creations always appear as undead versions of their prior godeven though nowin their new unlifethey are devoted worshipers of the god to whom they were sacrificed. Regardless of the size and shape of the worshipers sacrificedor the mythological size of their prior deitya herecite is a human–sized creature.

The ritual for the creation of a herecite is recorded in certain rare and blasphemous texts hidden away in dark libraries. It is known to exist in the Book of the Damnedand likely exists in texts associated with the Whispering Wayalthough that group finds herecites more of a curiosity than a viable addition to their ranks. The ritual itself often focuses on the torture and slaughter of younginexperienced priests while a captured leader is forced to watch. The pain and anguish experienced by the enemy high priest as his acolytes are forcibly converted in undeath serves as the ritual's catalyst. High priests driven mad or forced to lose their faith after witnessing such a ritual often rise again as huecuvas that then go on to gain levels as oracles of the ritual's profane deity.

Herecites never take levels in clericfor the ritual of their creation results in a tenuous awareness and an inability to profess such powerful faith in a deity ever again. Those who do train after their creation typically become sorcerers or witches.

Habitat and Society

Herecitesonce createdtypically remain as guardians by the temple responsible for their forced conversion. In some casesa lone herecite may wander from the site of its creationespecially if it loses its creatorbut once a group of herecites forms a cabalits members remain bound to that area for monthsyearsor even centuries—if they leave the areathe cabal is brokenand a new ritual must be performed in order to reaffirm their blasphemous faith. They have very little interest in their new lives save for the constant offering of blasphemous prayers to their new deitythese prayers often consist of warped versions of sacred chants and songs devoted to their prior faith.