As you may know we’ve been releasing variant monsters to Twitter. You can follow them with the tag #MonsterTweet. Every so often we’ll be posting a template that you can add to monsters and showing you how easy it is with twitter. So follow us on Twitter to make sure to catch all of our MonsterTweets.
Today we’re posting the Negative Energy Charged Template.
Negative Energy Charged Creature, CR +2
“Negative energy charged creature” is an acquired template that can be added to any undead creature (referred to hereafter as the base creature). A negative-energy-charged creature uses all the base creature’s statistics and special abilities except as noted here.
Senses: Gains blindsight 60 ft.
Aura: Gains an evil aura.
Armor Class: Gains a +2 dodge bonus to Armor Class.
Defensive Abilities: Gains Channel Resistance +4 and Obscuring Energy
Obscuring Energy (Su) A cloud of energy surrounds the negative energy charged creature granting a 20% miss change against attacks made against it.
Damage Reductions: Gains DR 5/good
Speed: Double the base speed.
Special Attacks: Charged Attack (Su) Each of a negative energy charged creature’s natural attacks, touch attacks, incorporeal touch attacks, and weapon attacks deals +1d6 points of negative energy damage in addition to normal damage. An undead creature can heal itself or other undead for 1d6 points of damage with a touch attack as an attack action. Damage dealt with a charged attack is treated as evil for the purposes of overcoming damage reduction.
Spell-Like Abilities: A negative energy charged creature with a Charisma of 11 or higher gains searing darkness as a spell like ability. The caster level equal the negative energy charged creature’s HD. This spell-like ability can be used 1/day if the negative energy charged creature’s HD is 10 or less and is 3/day if the negative energy charged creature’s HD is 11 or higher.
Searing darkness: This ray of negative energy works like searing light except that it deals 1d6 points of damage (maximum of 10d6) to living creatures.
Abilities: Gains the following bonuses: Str +4, Dex +4, and Cha +4.
Feats: Gains Improved Initiative as a bonus feat if it does not already possess it.