Prerequisites:
To become a Horrid Creature, a creature must fulfill the following requirements:
- 4 or more HD.
- At least one level in a monster class.
- Natural Armor.
- Any creature type but Aberration, Construct, Elemental, Fey, Humanoid (Monstrous Humanoid is fine), Ooze, Outsider or Undead.
- Must have completed three of the following:
- Been poisoned no less than ten times, or six times by three different poisons, suffering the full course of the poison without magical or divine aid each time. Magical or unnatural poisons count as two for the purposes of this prequisite.
- Suffer an amount of Acid damage equal to the creature's own maximum hitpoints over the course of a single day.
- Singlehandedly killed and then devoured a spellcaster. The spellcaster must have been of a level where killing it could grant experience to the creature.
- Singlehandedly killed and devoured a dire animal or a pack of dire animals. The dire creatures must have been of a level where defeating them could grant experience to the creature.
- Spent a continuous 24 hours under the effects of druidic transmutation spells. Persistent spells do not count.
- Spent a consecutive week living in a distinctly magical and unfamiliar area, sustaining oneself entirely on what could be hunted in this area. This might include areas such as Eberron's Mournland, living in an area of the Nine Hells while still alive, and so on. Note that 'unfamiliar area' specifies an area that the creature isn't native to. Alternately, a creature could spend a month of nonconsecutive time living and hunting in such an area.
HD: D8
{table=head]
Level|
BAB|
Fort|
Ref|
Will |
Special
1st|+0|+2|+2|+0| Horrid Body, Ravaging Weapon, Ill Tempered
[/table]
Skill Points 4+Int per level
Class Skill Skills: As Base Creature
Proficiencies: Horrid Creatures gain a proficiency in armor spikes.
Horrid Body: Unlike other monster classes, the creature's original racial traits are retained. Horrid Creatures naturally heal damage, ability damage and the like at three times the natural rate. At 8HD, this becomes 5x the natural rate. At 12HD, this becomes 10x the natural rate. Finally, at 18HD, the Horrid Creature sheds all damage, ability damage, diseases, poisons and negative magical effects overnight. Horrid Creatures have either +2 natural armor in addition to any pre-existing natural armor, or natural armor equal to 1/2 their HD, whichever is higher. Furthermore, the creature grows thick spurs of armor and bone that count as Armor Spikes for all intents and purposes.
Ravaging Weapon: A 1st level Horrid Creature starts to shed a constant leakage of acid from their primary natural weapon. The creature does +1d6 acid damage with each attack from their primary weapon, and this increases by 1d6 for every 4HD the creature has. As a side effect, the Horrid Creature becomes immune to acid damage.
Ill Tempered: The Horrid Creature adds their Con bonus to attempts to resist mind control spells and effects, including charm, sleep, suggestion, and the like. Should the creature fail the saving throw regardless, the creature may elect to go berserk instead of suffering the spell effects. Treat this as Confusion, with a duration of whatever the averted spell or ability would have, but roll on the following table:
{table=head]Result|Effect
1-10|Roar incoherently and thrash, striking at any adjacent creatures or objects, and remaining stationary if no such target is available.
11-30|Attack the caster of the effect, or approach the caster of the effect.
31-60|Attack the nearest living creature.
61-90|Act normally, but with a -2 to any non-attack rolls and to the DCs of any non-attack abilities used (DM's discretion).
91-100|As 61-90, but the caster of the effect suffers a backlash, and must save against the spell at a -2 penalty or suffer its effects. For spells this would not readily apply (Suggestion, Dominate), the caster is instead left in a catatonic state, remaining standing and staring off into space, doing nothing to defend themselves.[/table]