BlasphemeAppearing similar to a corpse that has been dug up and surgically modified, this creature stands nearly 7 feet tall, but is extraordinarily thin. Its arms are extra long, hanging nearly to mid-calf. Its head is wide and wedge-shaped, with a split mouth that opens wider than that of a normal humanoid. Its teeth glitter like shards of black, steaming ice.Crafted in bygone days by power-mad wizards searching to create the perfect undead guardians, blasphemes still roam forgotten areas, seeking to destroy nonevil creatures with their blasphemous bite. They are most likely to be encountered near ruins of ancient cities where magic was valued more highly than personal liberty or morals. If the secret of creating or calling a blaspheme into the world still exists, it is buried in just such a location.
Each blaspheme is created with parts from multiple ancient corpses, with teeth specially harvested from sacrifices to evil powers. However, blasphemes are not hulking, slow-moving constructs; rather, they are lithe and deadly, aware of their surroundings and capable of directing their own actions.
Table 1: The Blaspheme
Hit Die: d12Level BAB Ref Fort Will Str NA Special Abilities
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1 +0 +0 +0 +2 +2 +1 Blaspheme Body
2 +1 +0 +0 +3 +4 +2 Erratic Charge
3 +1 +1 +1 +3 +6 +3 Damage Reduction, Immunity to Cold
4 +2 +1 +1 +4 +8 +4 Blasphemous Contact
Class skills (2 + Int modifier per level): Craft, Listen, Profession, Spot, Survival
Requirements:None
Class FeaturesA blaspheme resonates with evil power, the focus of which is concentrated in its teeth. Thus, blasphemes charge into combat in almost every situation, attempting to bite their victims as quickly as possible.
Blaspheme Body The Blaspheme loses all other racial bonuses, and gains the following Undead traits.
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturally.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
It is a medium sized undead with a bite dealing 1d8 + 1.5 Strength modifier damage with a base speed of 30 feet. It starts with a +5 bonus to natural armour,
Ability Score IncreaseAt each level it gains a +2 bonus to its Strength.
Natural Armour IncreaseAt each level, the Blaspheme gains a +1 bonus to its natural armour.
Erratic Charge (Ex)When a blaspheme charges, it can make one turn of up to 90 degrees during its movement. All other restrictions on charges still apply. For instance, it cannot pass through a square that blocks or slows movement, or one that contains a creature. A blaspheme must have line of sight to a targeted opponent at the start of its turn.
Damage ReductionThe Blaspheme gains damage reduction 5/slash
Immunity to ColdThe blaspheme is completely immune to all cold damage.
Blasphemous Contact (Su) Each time a blaspheme bites a nonevil creature, the creature is dazed for 1 round and takes 1d6 points of Strength damage. There is no saving throw against this effect.