Evil In the Pot (3.5e Monster)
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|Cursed Pot||Unleashed Evil|
|Size/Type:||Small Construct (Evil)||Tiny Outsider (Evil, Incorporeal)|
|Hit Dice:||1d10+10 (15 hp)||15d8+30 (68 hp)|
|Speed:||0 ft.||Fly 150 ft. (Perfect)|
|Armor Class:||7 (+1 Size, +1 Natural, -5 Dex), touch 6, flat-footed 7||29 (+2 Size, +6 Dex, +6 Insight, +5 Deflection), touch 29, flat-footed 23|
|Attack:||—||+23 Various Rays|
|Full Attack:||—||+23 Various Rays|
|Space/Reach:||5 ft./0 ft.||1 ft./0 ft.|
|Special Attacks:||Evil Laugh, Hexing Presence||Maleficence, Maleficent Corruption, Spell-like Abilities|
|Special Qualities:||Blindsense 300 ft., Hardness 2, Vessel of Evil||DR 10/Magic and Good, Evil Prescience, Immunity to Critical Hit, Disease, Poison and Vile Damage, SR 25|
|Saves:||Fort , Ref , Will||Fort +11, Ref +15, Will +15|
|Abilities:||Str —, Dex 1, Con —, Int —, Wis 11, Cha 10||Str —, Dex 22, Con 14, Int 16, Wis 22, Cha 20|
|Skills:||—||Bluff +23, Diplomacy +23, Disguise +23, Intimidate +23, Sense Motive Skill +24, Tumble +23|
|Feats:||—||DeceitfulB, Intuitive Initiative, Improved Initiative, Dodge, Dash, Battlefield Agility, Sudden Metamagic (Reach)|
|Environment:||Abandoned Cities, Old Ruins, Haunted Estates or Shady Antiquity Shop||As Cursed Pot|
|Alignment:||Always True Neutral||Always Neutral Evil|
There stand a rather large decorative pot, an evil face sculpted on it surface. It appear to be made of crude, thick clay. From around it come the sound a evil snickering.
The Elder Evil Rishta once unleashed her evil servants upon the world, with the goal of corrupting it to the bone. She was eventually pushed back to the plane of dreams and her servant hunted down and contained inside cursed pots by a now unknown Order. They were spread across the world, hidden away and sealed, however after history passed and the past became forgotten a few of those pots started surfacing again.
A cursed pot stand about 3 feet tall and is made of crude, heavy clay. It weight around 70 pounds.
The Evil In the Pot is not a singular monster, rather it is a powerful evil spirit trapped into a rather helpless one. The cursed pot has no will and it abilities of the pots are designed to be used to repel potential unwitting 'rescuers'. However many creatures like to use them as traps.
Both creature fight very differently, and thus refer to their separate entries below:
The cursed pot is a mindless containment unit, it body was baked from dangerous cursed clay in order to prevent curious creatures from peeking. If a creature is detected within it blindsense, it will use it evil laugh as often as possible. Once a creature is adjacent the evil inside awaken, and will attempt to convince the creature to open the lid of the pot. Alternatively attempt to enrage it so they destroy the pot, usually by pretending to be the pot. Both methods free the spirit and a Unleashed Evil appear in the same square as the pot was.
Opening the sealed lid of a Cursed Pot require a DC 14 Strength check.
Evil Laugh (Su): A Cursed Pot can imitate the sound of human laughter somewhat accurately. As a standard action each 1d4+1 rounds, the Cursed Pot may laugh, causing all creatures within earshot of it to make a Will save DC 10 or become shaken for 1 minute.
Hexing Presence (Su) Whenever a creature start it turn within 30 feet of the Cursed Pot, but not while adjacent to it, it must make a Will save DC 14 or fall under the effect of bestow curse. Unlike the spell, the Hexing Presence only last for 24 hours before dissipating. If a creature is hexed this way multiple time, a different curse is applied.
Vessel of Evil (Su): A cursed pot is only the containment for a powerful evil spirit. As long as there is a living intelligent creature within 5 feet of it, it awaken and use the Unleashed Evil's Intelligence, Wisdom and Charisma and gain it skills and feat. In this state, it may replicate the effect of ventriloquism as a standard action at-will.
Once freed from the pot, the Evil Unleashed will either turn on it 'rescuers' or fly away to the nearest settlement. Either way, it goal is to corrupt the heart of the strong and virtuous. It rarely bother with weak creatures, as they are inconsequential in it goal of spreading evil. It is capable and willing to kill, but usually prefer to subvert. When pushed it will use it spell-like abilities and Maleficence to fight, it usually do not care about the well being of the body it inhabiting.
An Evil Unleashed look like a small ball of darkness, it is fully capable of vocalization and speak in a small pixie-ish feminine voice. Their unthreatening apparence lead many to severely underestimate them.
Maleficence (Su): This ability work much like a Ghost's malevolence ability (DC 22), except that the Evil Unleashed's victim is fully conscious while it puppet it body. The Unleashed Evil and it victim are in constant telepathic communication at all time, and the Unleashed Evil know all of it victims's thoughts (as per read thoughts) with no save. While possessing a creature, an Unleashed Evil has access to all it skills, feats and class features. It uses it own mental ability score or the possessed, whichever is better. It use it own bab and skill ranks if better. The Unleashed Evil may suppress or resume it possession as a free action.
The possession does have a risk, every time the Unleashed Evil perform an action which the victim consider abominable or wrong it allowed another Will save to push the Unleashed Evil out of her body. A creature who resist or push out a Unleashed Evil's Maleficence is immune to further use of this ability for 24 hours. If the victim fail to push the Unleashed Evil three time, it become unable to do.
Maleficent Corruption (Su): If a creature has failed to push the Unleashed Evil out three time, it must make a DC 22 Will save or be affected as per ray of darkest desire without the need of a ranged touch attack. A successful save do not push the Unleashed Evil out. If the creature fail and accept it new alignment, the Unleashed Evil will leave of it own will.
Spell-like Ability (Sp): At will— bestow curse (DC 19), greater dispel magic, improved telekinesis (DC 22), persistent invisibility; 3/day— came back wrong (DC 22), daunting ray, disintegrate (DC 21), finger of death, insidious suggestion (DC 19), greater bestow curseSpC (DC 23) ; 1/day— break morale (DC 22), variant insanity (DC 22), vile word (DC 22). Caster level 15th. The save DCs are Charisma-based.
|Alignment||Always True Neutral + and Always Neutral Evil +|
|Challenge Rating||2 + and 15 +|
|Environment||Abandoned Cities, Old Ruins, Haunted Estates or Shady Antiquity Shop + and As Cursed Pot +|
|Identifier||3.5e Monster +|
|Level Adjustment||— +|
|Size||Small + and Tiny +|
|Subtype||Evil + and Incorporeal +|
|Title||Evil In the Pot +|
|Type||Construct + and Outsider +|