Monster Prestige Class : Unholy Abomination
Although the arrogance of beholders is so extreme that most refuse to acknowledge the gods, a few find power in the worship of extraplanar creatures. These beholders (and a few other aberrations) can become unholy abominations - monstrosities that have been warped by the blessing of some dark entity.
Creatures that adopt this prestige class engage in unholy rites, bathing in the energies of foul beings to infuse their supernatural abilities with power.
Beholders that follow this path are typically lone individuals in search of any aid to defeat rival eye tyrants and subjugate lesser creatures. Since few beholders are willing to accept the superiority of any being - even a god - those who adopt this prestige class tend to be even more cunning and dangerous than normal.
Requirements
To qualify to become an Unholy Abomination, a character must fulfill all the following criteria:
- Race: Aberration
- Skills: Knowledge (Religion): 8 ranks
- Feats: Power Surge,
- Special: Ability to use a supernatural attack at least three times per day.
Class Skills
The unholy abomination's class skills are Concentration, Heal, Knowledge (arcana), Knowledge (religion), and Spellcraft.
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are Class Features of the unholy abomination prestige class.
Weapon and Armor Proficiency: An unholy abomination gains no new weapon or armor proficiencies.
Unholy Blessing (Su): As one of its dark god's favorites, a 1st-level unholy abomination gains a +1 innate bonus on all attacks, checks, and saves.
Dark Miracle (Su): Three times per day as a standard action, a 2nd-level or higher unholy abomination can produce an inky-black ray of negative energy that injures good creatures. If it hits with a ranged touch attack, the target gains two negative levels. The DC to remove one of these negative levels is 10 + the unholy abomination's class level + the abomination's Charisma modifier. Dark miracle has a range of 60 feet.
Blasphemous Visage (Ex): The abomination's body shifts and changes to reflect its sponsor's dark magic. Unholy symbols appear in the ridges and whorls of its hide, its eyes turn a bloodshot red color, and festering pus oozes from its orifices. A zone of nauseating stench and buzzing flies surrounds its bloated, rotting body.
Every creature within 60 feet of the unholy abomination must make a Will save (DC 13 + the abomination's Charisma modifier) or take a -2 penalty on attack rolls and saves for as long as it stays within range and line of sight, and for 1d4 rounds there after. This is a mind-affecting fear effect. Furthermore, any creature adjacent to the unholy abomination must make a Fortitude save (DC 13 + unholy abomination's Constitution modifier) or take 1d4 points of Strength damage from the horrid stench. Creatures that fail this second save must continue to make Fortitude saves each round they remain within the area until they succeed or collapse from accumulated Strength damage. Success on either save renders the creature immune to the corresponding effect for 24 hours. The unholy abomination cannot suppress this ability; it is always active.
Unholy Abomination | Hit Dice: d8 | ||||
---|---|---|---|---|---|
CL | BAB | Fort | Ref | Will | Special |
1st | +0 | +0 | +0 | +2 | Unholy blessing |
2nd | +1 | +0 | +0 | +3 | Dark miracle |
3rd | +1 | +1 | +1 | +3 | Blasphemous visage |
Source: Dragon #313