Advanced Bestiary PDF
Advanced Bestiary PDF
Advanced Bestiary PDF
ADVANCED
Handbook, published by Wizards of the Coast, Inc.
This product utilizes updated material from the v.3.5 revision
By Matthew Sernett
BESTIARY
GRR1601e
An Advanced Rulebook for the d20 System
The Advanced
Bestiary
Design: Matthew Sernett
Editing: Penny Williams Development: Robert J Schwalb
Art Direction and Graphic Design: Hal Mangold
Cover Art: William C. Eaken
Interior Art: Julian Allen, Kent Burles, Mike Vilardi, Kev Crossley,
Toren “MacBin” Atkinson, Tyler Walpole, Anthony Francicso,
Ilya Astrakhan, Caleb Cleveland, and Britt Martin
Proofreading: Evan Sass and Marc Schmalz Executive Producer: Chris Pramas
Green Ronin Staff: Steve Kenson, Nicole Lindroos, Hal Mangold, Chris Pramas,
Evan Sass, and Robert J Schwalb
Advanced Bestiary is © 2004 Green Ronin and are used according to the terms of the
Publishing, LLC. All rights reserved. d20 System License version 5.0. A copy of
Reference to other copyrighted material this License can be found at www.wizards.
in no way constitutes a challenge to the com/d20.
respective copyright holders of that material.
The following text is Open Gaming
Advanced Bestiary, Green Ronin, Advanced
Content: Chapters 1 and 2.
Rulebooks, and their associated logos are
trademarks of Green Ronin Publishing, Printed in China
LLC.
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DUNGEONS & DRAGONS® and Wizards of
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Wizards of the Coast, Inc., and are used
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Web Site: www.greenronin.com
‘d20 System’ and the ‘d20 System’ logo are
trademarks of Wizards of the Coast, Inc. 1
Mist Djinni ........................................... 176
Section One:
:A Monstrous Toolkit .....................3
How Do I Use This Book? ............................. 4
Table of Monstrous Lycanthrope ............................. 178
Tiefling Werehellhound Warrior 1 ........ 182
Muck Creature ........................................... 183
How Can I Use These Templates? .................. 4
Applying a Template ...................................... 5
Creating a Template ..................................... 10 Contents Adult Muck Tojanida ............................ 184
Negative-Energy-Charged Creature .......... 185
Negative-Energy-Charged Wight......... 186
Table of Contents
A Monstrous Toolkit
A Monstrous Toolkit
3
How Do I Use This Book?
The monster template is perhaps the most innovative game result from the use of imagination, and more options provide more
A Monstrous Toolkit
mechanic developed for the d20 system. It adds incredible flexibility grist for the creative mill.
to monster design and gives GMs and players alike the ability to
As with any rulebook for a roleplaying game, it’s unlikely that
combine creature characteristics in almost limitless variety.
you’ll use all the rules provided in the Advanced Bestiary. You
Put simply, a template is a set of specific rules that can be applied shouldn’t feel that you have to give every monster in your game
to a creature designed for the d20 system. These rules are often (or every creature your characters summon) one of the templates
accompanied by a concept that supplies the base creature with described here. Instead, rely on this book to provide fantastic
a different background and behavior—or even converts it into options and inspiration for adventures and events in your game.
an entirely new monster. Because a template can be applied to
You’ll know that you’re using templates well when you have fun
many different kinds of creatures, each one provides hundreds—
making decisions about how they should be applied. Templates
sometimes even thousands—of new options for encounters,
can even function as tools for building your campaign world.
characters, and campaigns.
The advice provided in this chapter and the suggestions offered
That much variety can be a little overwhelming, but the throughout the book should put you well on your way to making
possibilities are exciting too. Great campaign worlds and characters the kinds of decisions that will enrich your play experience.
A Monstrous Toolkit
Templates as the Norm types of templates are important because they help determine
which creatures can have a given template, and in what order
This option means that normal monsters and animals have no multiple templates can be applied (see Applying Multiple
place in your game world. Instead, every ecological niche is Templates, page 9).
occupied by a templated creature. For example, your world might
Acquired Template: A template in this category can be gained by
feature amphibious bears, aquatic bulettes, and avian krakens.
an existing adult creature via some means outlined in the
template description.
Increasing Effective Level Created Template: The created template is a new category
If you prefer to introduce new PCs at a lower level than the rest of the introduced in this book. It is similar to an inherited
party, a template provides a great way to put the new character on par template, except that a creature with a created template
with his fellows after a few sessions. Most templates described in this must somehow be constructed by another creature.
book include a level adjustment—a number that denotes how many
effective levels the template is worth to a character (see the MM for Inherited Template: A creature with an inherited template gains it
more information). Advice is also provided on applying each template at birth. Thus, created creatures and those that do not breed
to a PC and playing a creature that has it. or give birth to offspring in some manner (such as constructs)
cannot have such a template.
Applying a Template
The process of adding a template to a creature is similar to (and (or Hit Die) gained after the template is applied, just as if it were
often easier than) adding class levels to a monster. Depending an Intelligence increase gained for advancing levels.
upon how you approach it, the task can be an entertaining exercise
In a similar manner, when a change would deprive a creature of a
that sparks your imagination or a laborious chore. The advice
prerequisite for a feat, class feature, or other ability, the creature
provided below should make applying any template an easy
still has the ability but can no longer use it unless otherwise
process. To gain an even stronger grasp of the technique, read
noted.
the Creating a Template section on page 10 and the Altering
Templates section on page 14. Such secondary changes are often “invisible” because they are not
detailed in the affected sections of the template description, but
The Six Basic Rules they apply unless otherwise noted. Thus, it’s a good idea to review
the information in the MM before applying a template so as not to
forget how one facet of a creature’s statistics affects others.
The following general rules govern the application of templates.
2. “Invisible” Changes plants, and some constructs and undead) a bonus to Intelligence
is a little trickier. In most cases, you can assume the creature
remains mindless and ignore the bonus, but some templates specify
If the template changes any attribute (other than type) from
otherwise. If you wish, however, you can give the new creature an
which other information is derived, the change is reflected
Intelligence score equal to the bonus, but you must then make a few
wherever it applies, except in a few special cases (see 3.
additional decisions. For example, a mindless creature’s immunity
Minimum Ability Scores and Nonabilities). For example,
to mind-affecting effects usually stems from the fact that it has no
a template that changes the base creature’s Constitution also
Intelligence, so you must decide whether it retains that ability. You
changes its hit points, Fortitude save, Concentration modifier,
must also decide whether it gains skill points for its new Intelligence
and the saving throw DCs of any special attacks that are based
score, whether it speaks any languages, and how having intelligence
on Constitution. An inherited or created template that alters a
might affect its actions in combat (and thus its CR).
creature’s Intelligence score changes the number of skill points
it gains with each racial Hit Die. For an acquired template that Most templates that reduce ability scores specify a minimum
alters Intelligence, the change in skill points applies to each level (usually 1 or 0). Unless otherwise specified, if a template reduces 5
an ability score to 0, the creature suffers the incapacity associated The next sections take you through the presentation of a template
with a 0 in that ability. step by step. References to the base creature mean the monster
to which the template is applied. Do not confuse this term with
4. Omitted Information others such as “base save” or “base attack bonus.” In all these
other terms, the word “base” refers to a number similar ones from
A Monstrous Toolkit
If the template description doesn’t mention a particular piece of the monster’s type and Hit Dice (or class levels). For a complete
information (other than those noted in the preceding sections), explanation of these terms, see the MM.
it doesn’t change. For instance, if the template description calls
for a reduction in land speed but says nothing about climb, swim,
burrow, or fly speeds, the other speeds remain the same as for the
base creature. Likewise, if the template description omits an entire
Template Components
The following sections describe the various sections of a template
category of information (such as feats), then the template does not
description.
directly affect that category.
A Monstrous Toolkit
Dice from a creature’s race and those gained from class levels. In this book, these terms are defined as follows.
Racial Hit Dice: This term refers to a creature’s Hit Dice not including any class levels. Thus, a blink dog has 4 racial Hit Dice,
and a human warrior 1 has none.
Class Levels: This term encompasses all the Hit Dice a creature has gained from adding levels of character classes. Thus, a
blink dog has no class levels, a human warrior 1 has 1 class level, and a frost giant sorcerer 3/fighter 4 has 7 class levels.
Character Level: This term includes all of a creature’s Hit Dice, from both its race and its classes. Thus, a blink dog has 4
character levels, a human warrior 1 has 1, and a frost giant sorcerer 3/fighter 4 has 21.
the base creature’s natural armor bonus, but many other types of
changes are possible. Any size changes also have an effect on the must obey all the normal rules for fighting with multiple weapons
creature’s final AC, and some changes affect the touch and flat- (see the PHB).
footed AC as well.
Damage
Base Attack Bonus This entry specifies any changes to the base damage dealt by the
This section appears only if the template grants more Hit Dice, or creature’s attacks, plus the base damage for any new attacks gained.
if it changes the base creature’s base attack bonus for some other Changes to the damage modifier stemming from a new Strength
reason. score are not ordinarily noted, so you must treat them like any
other invisible change.
Grapple Space/Reach
Any change in the creature’s base attack bonus, size, Strength, or
Hit Dice may result in a change to its grapple bonus as well. Any Most template descriptions lack this entry. It appears only when
special racial bonus granted by the template is also noted in this a size change necessitates a new space and reach, or when a melee
section, but in most cases, attack has a longer reach
only the attributes noted than normal.
above affect the grapple
bonus. Special Attacks
This section explains
Attack what happens to the base
This entry details any creature’s special attacks
changes to the creature’s when the template is
attack modes. A new base applied and details any
attack bonus, new size new special attacks it gains.
modifier, new Strength Most of the templates in
score, new Dexterity score, this book allow a creature
additional Hit Dice, or to retain its special attacks,
other alterations granted by since taking them away can
the template usually change have unpredictable results
the creature’s modifiers on its CR. Feel free to take
on attack rolls, but these a special attack away if it
changes are usually invisible. doesn’t make sense for the
For more information on creature to retain it.
attacks and how they are Changes to ability scores
modified, see the MM. can change the DCs for
Unless otherwise specified, saving throws against
a creature fighting without special attacks that are
weapons can use any based on those scores. A
primary natural attack when change to the creature’s
making an attack action. If HD can also change the
it has more than one kind save DCs. Such changes
of primary attack, it can are invisible, so you must
choose either. When it has check for them whenever
a weapon, it usually makes those quantities change.
a single attack with that The calculation for a save
instead. DC specifies either racial
HD (the creature’s racial
Full Attack Hit Dice without class levels) or character level (the creature’s total
Hit Dice, including racial Hit Dice and all class levels). If the save
This entry details any changes to the creature’s full attack routine. DC for a special attack would normally be based on an ability the
Unless otherwise specified, a creature fighting without weapons creature does not have, use its Charisma modifier instead of the
uses all its natural attacks when making a full attack. A creature one for the nonability.
with more than one kind of primary natural attack (such as a touch
attack and four claw attacks) must choose one kind to use during
a full attack but can combine that with any or all of its secondary Special Qualities
attacks, as desired. This section details which of the base creature’s special qualities
If armed with a weapon, the creature usually uses that as its (including racial traits) are retained, and whether it gains any new
ones.
8 primary attack and all its natural attacks that do not depend on the
or deleted from the appropriate skill modifiers. Likewise, a change
Resolving Conflicts to speed changes a creature’s Jump modifier, and a change in size
changes its Hide modifier.
In certain cases, the creature may end up with conflicting special
qualities, especially when the template description specifies that the
base creature retains its special qualities. For example, suppose the base Feats
A Monstrous Toolkit
creature is immune to fire, but the template imposes a vulnerability This section details any bonus feats the creature gains and provides
to fire. If the template description does not resolve such a conflict for instructions for choosing new feats gained from additional HD, if
you, you can assume the conflicting qualities either cancel one another applicable.
out or give the creature whichever one is more beneficial.
Environment
Damage Reduction and Regeneration This entry explains any alteration to the environment the base
When a template grants damage reduction to a creature that already creature lives in.
has it, it retains both kinds of damage reduction unless otherwise
indicated. When the creature takes damage, use whichever damage Organization
reduction provides the greater benefit for the kind of damage taken.
A few templates, however, specify a method of combining the Any changes to the base creature’s organization are detailed here.
new damage reduction with the existing one. In such cases, follow
those instructions. If a template grants regeneration and the base
creature already has that quality, the templated creature retains the
Challenge Rating
better number and adds the new kind of damage that negates the This section explains how to set the templated creature’s CR.
regeneration to the previous kinds. In most cases, an adjustment of +1 or +2 is applied to the base
creature’s CR.
Tough Combinations Be careful when applying a template with a high CR adjustment to a
Be wary of special quality combinations that effectively make a creature with only a few Hit Dice. In such a case, the player characters’
creature invulnerable. Imagine, for instance, an undead creature that ability to damage the creature might easily outstrip its ability to
is already invulnerable to fire gaining regeneration that requires resist damage. Also, be wary of applying a template with a low CR
fire to deal normal damage. Such a combination is unfair and adjustment to a base creature with a low CR if the template grants
unreasonable. Thus, if you want to apply that template to such a significant immunities. Such a combination can result in a creature
creature, you should make sure it is vulnerable to something. When that is too tough to defeat unless the PCs know its weakness. Such
a creature with regeneration becomes undead via application of a “glass-jaw” monsters often make for anticlimactic battles.
template, you may want to replace its regeneration with fast healing. Significant overlap between the template’s special qualities and those of
the base creature can also make a template’s standard CR adjustment
Saves inappropriate for a particular monster. You can try to adjust the CR
differently in such a case, but often the best thing to do is replace the
This section appears only when the creature’s base saves must template’s overlapping ability with another that you deem equally
be recalculated, or when some unusual modifier applies to the powerful. Then, once you’ve finished applying the template, check the
creature’s saves. Feats, special qualities, increased HD, and changes creature against others of the same CR to see whether it seems fair. If it
to ability scores can also change base saves and modifiers on saves, doesn’t, simply adjust the monster and/or the CR accordingly.
but such changes are invisible.
Abilities Advancement
This section describes how the templated creature advances.
The template application process is often easier if it begins here.
Changes to ability scores can alter nearly every part of a creature’s
statistics, including hit points, initiative, AC, grapple modifier, Level Adjustment
attack modifiers, damage modifiers, saving throw DCs for special This section provides a level adjustment for creatures that have the
attacks, saving throw modifiers, skill modifiers, and skill points. template in question. This value equals the number of character
Nearly all these changes are the invisible kind, but doing them all levels the template is worth. When you apply the template to a
at once saves time. player character, add the template’s level adjustment to that of the
As noted above, ability score changes become tricky when they base creature to obtain the total level adjustment.
involve nonabilities. See Rule 3 in The Six Basic Rules section on As with the Challenge Rating, a level adjustment can be inappropriate
page 5 for additional information on dealing with minimum ability if the template grants many abilities that the base creature already
scores and nonabilities. possesses. Use your instincts when determining a creature’s level
adjustment for player characters. A level adjustment entry of “—”
Skills indicates that the template is poorly suited for player use.
CR. If the templates do not add Hit Dice but do change CR, you
Acquired templates can be applied to a creature with class levels could easily end up with a glass-jawed monster. It might be very
before, after, or during its level progression. If the template raises deadly but still be a pushover to kill. Secondly, multiple templates
the creature’s Intelligence score, you must decide at what level the can add many special abilities. While this certainly makes a
template was applied, since it may affect the creature’s skill points creature more fun to play, the fact is a monster can typically use
at all levels gained thereafter. no more than three or four special abilities in a single combat.
Thus, enormous versatility means very little in the end, and the
Created templates are applied last because the resulting creature is
combined CR adjustment from all the templates may very well be
a construct created to work just like the base creature with all its
inappropriate.
other templates applied. If the acquired template you have in mind
Creating a Template
Creating templates is a great way to introduce unique elements
into your campaign. Doing so, however, requires a firm grasp of all Size and Type
the rules of monster creation and an understanding of all the rules If your template changes the creature’s type or subtype, note the
elements that affect the process. new information in this section. Think carefully before mandating
a type change, though, since such alterations may produce
How to Design cascading changes. Not all templates change the base creature’s
type, and it’s often best to retain the original type where possible.
Your Own Template Creatures that hail from other planes or are influenced by other
planes do not have to be outsiders or elementals; they could simply
The information below takes you through the parts of a template have the extraplanar subtype. Templates granting the extraplanar
with an eye toward designing your own. subtype should indicate what plane the creature comes from
for the purpose of banishment spells and other effects that affect
Introduction natives of other planes.
The first part of a template description is its introductory text. This Be wary about using aberration as a catch-all type because it
material sets the tone for the template and introduces the concept. tends to be overused. A template that gives a humanoid a snake
Such introductions can be florid or utilitarian. Florid introductions head could change its type to aberration, but it’s probably more
give a template a lot of flavor and interest, but assigning a very appropriate to make it a monstrous humanoid instead.
particular concept to a template can make it more difficult for Make sure your template doesn’t change the creature’s type in a
GMs to find a place for it in their games. Utilitarian introductions way that doesn’t make sense. If your template changes the base
tend to be brief. They’re most appropriate for simple ideas or creature’s type to giant but it can be applied to a phantom fungus,
concepts that many GMs might want to use. Sometimes, however, you could end up with a giant that has no arms—and giants are
a utilitarian introduction doesn’t go far enough in adding zest and defined as humanoid in shape. In such a case, you need to limit the
interest to a template. template’s application or ensure it grants the appropriate limbs to
creatures that don’t have them.
Creating a Templated Creature Subtypes are much less tricky, since most of them don’t depend on
The next section defines what kind of template the template is. creature type and can work well with just about any other subtypes.
See Template Categories on page 5 and Applying Multiple But if conflicting subtypes could occur, be prepared to explain
Templates on page 9 for more information about the three types which trumps which. For instance, a fire elemental can’t really have
of template. both the fire and the cold subtype. In such a case, you could specify
either that the creature loses the fire subtype or that it does not
The next important piece of information in this section is the kind gain the cold subtype. Most of the time the new subtype should
of creatures to which the template can be applied. Think in terms trump the old, since the new one is presumably an integral part of
of limits when assigning these prerequisites. After all, templates the template design. Alternatively, you could define a new subtype
that are not properly limited can lead to ridiculous combinations that cherry-picks from both of the conflicting ones. In any case,
with monsters and other templates. Limits can also be too limiting both the type and the subtypes of creatures that can gain
restrictive—vampires were once limited to humanoids only. But the template resolves most such anomalies.
you can always relax limits later to allow for creative ideas, such as
the ghost of a fiendish animated sword or a vampire storm giant. Changing the base creature’s size immediately makes a template
Keep an open mind in assigning prerequisites, but try to err on the more complicated, since a size change can alter a creature’s natural
side of caution. armor bonus, base damage, AC, attack bonuses, grapple bonus,
Hide modifier, Strength, Dexterity, and Constitution. It may also
The templates in this book do not necessarily follow this bit of be appropriate to alter the range and areas of the creature’s special
advice, and that extra latitude is intentional. A half-black dragon/ attacks and special qualities. A dramatic change in size may also
half-animated table might be ridiculous, but a half-black dragon/ argue for additional Hit Dice. See the jotunblood, gigantean, and
half-animated spellbook or the ghost of a fiendish animated sword miniature templates (pages 155, 135, and 173 respectively) for
could be really cool. examples of how to handle the various aspects of size changes.
10
Hit Dice Grapple
If the template changes the creature’s type, it may also change its You can usually leave this entry out. If your template changes
HD type, particularly if the creature becomes undead. a creature’s size, the grapple bonus changes as well, but such a
change is normally invisible. Any special modifiers the template
A Monstrous Toolkit
Adding Hit Dice complicates the template and makes its
grants on grapple checks could be noted here, but they should also
application more time-consuming, since it requires changing the
be fully described in the Special Attacks section.
creature’s base attack bonus, saving throw modifiers, skill points,
and feats, plus the save DCs for its special abilities. Even so, a
change to HD might be appropriate, especially if the template Attack and Full Attack
greatly increases the creature’s size. See the MM for guidelines Note any changes to the creature’s number or type of attacks in this
about adding Hit Dice to each creature type. The gigantean and section. When adding new natural attacks, be sure to specify whether
jotunblood templates in this book are good examples of how to they are primary or secondary. You can allow the GM to choose for
construct a template that changes HD. each creature if desired, but it usually makes sense to set the standard.
Initiative In general, a template should not add more than two or three
attack modes. A large number of melee or ranged attacks can
This entry is rarely needed. Use it only when you want your make a creature very dangerous and unpredictable. While
template to grant a special bonus on initiative rolls. Such a these sound like fine qualities for a monster, they mean that it
change may also be categorized as a special quality. may be able to kill an entire party in combat.
Speed Damage
Use this entry to detail any changes This section should reference any special
to the base creature’s movement. A damage described in the Special Attacks
change to speed can precipitate an section and detail the damage that each new
invisible change to the creature’s attack deals. See Table 5: Creature Size,
Jump modifier, and the addition Ability Scores, and Damage in the MM for
of a swim or climb speed grants how much damage a creature should deal
a racial bonus on Swim or Climb based on its size and type. You can vary this
checks, respectively. If the template amount by giving the creature the Improved
grants a fly speed, you must specify Natural Attack feat.
a maneuverability class, and if it
grants a burrow speed, you must
specify what materials the creature
Space/Reach
can burrow through. For maximum ease of use, your
template should use
Armor Class the standard space and
reach values from the
Use this section to describe any MM. Thus, it should
modifications to AC that are not not alter the base creature’s
conditional. If you want the template space or reach unless it
to grant a bonus to AC, pay attention implements one of the following changes.
to what kinds of bonuses stack. If
• Changes the creature’s size,
you want it to make the base
creature’s natural armor bonus • Grants a long-distance melee attack,
higher, note the change as • Changes a tall creature of humanoid shape
an increase. Be careful if into a long creature with at least four legs.
you decide to take away • Changes a long, many-legged creature into
a creature’s natural armor a creature of humanoid shape.
bonus or ability to wear
armor and replace it with If the creature changes size, its space and reach should change
a different bonus. Such a accordingly. If the creature has a long-range melee attack, that
tactic can lead to trouble attack should generally have a reach 10 feet greater than the
later with base creatures that creature’s normal reach. If the creature becomes humanoid in
do not benefit as much as others from the kind of AC bonus the shape, its reach should shorten accordingly. It’s often best to
template provides. specify what a creature’s reach is as a function of its size.
Damage for any single special attack should probably not exceed Special qualities can have a powerful an effect on a creature’s CR.
1d8 per HD. It’s fine to grant a breath weapon that deals 1d6 A creature with several resistances or invulnerability to numerous
points of damage per HD the creature possesses, but one that effects becomes a significant threat to PCs. So if you want to keep
deals 1d10 per HD is probably too much. those values at a reasonable level, consider the special qualities the
template grants with care.
An attack that deals significant damage should not be available to
the creature more than once every 1d4 rounds. Thus, a template
shouldn’t grant a creature the ability to use fireball at will. A Saves
damaging special attack that is always active should not deal more This entry is rarely needed, since templates don’t often change
than 4d6 points of damage per round, and probably a lot less. saving throw modifiers. If your template changes the base
The above guidelines are not unbreakable template creation rules. creature’s Hit Dice, however, the base saves change accordingly.
A special attack that provides for a saving throw to halve or avoid Don’t feel you have to change the creature’s base saves just
the damage can soften a damaging effect, as can confining the because the template changed its type. Although doing so might
damage to an energy type from which adventurers are likely to seem more accurate according to the monster design guidelines,
protect themselves. it usually complicates the template’s application unnecessarily.
Any other modifiers to saves can usually be applied with special
Use Other Effects with Care qualities or bonus feats.
Some special attacks cause ability damage, petrification, death,
or one of the conditions described in the DMG. Such effects are
often impossible for low-level characters to remedy, so be sure
Abilities
to consider that point when the template is applied to a weak Changing ability scores can have strange effects on a creature. In
creature with a low CR. addition to all the usual invisible changes that cascade from such
alterations, changing an ability score can also increase or decrease
Caster Level the save DCs for special attacks. So carefully consider any change
greater than +6 or –6. If your template changes a creature’s size,
If the template grants spell-like abilities or supernatural effects however, commensurate changes to ability scores are appropriate
that mimic spells, the caster level should equal the creature’s and should be noted. See the MM for details about ability score
character level (minimum 1st) unless there is a good reason to set changes based on size change.
it higher. This tactic allows you to give a 1-HD creature the ability
to use lightning bolt but deal only 1d6 points of electricity damage
with it. For spells that deal a set amount of damage (such as meteor Skills
swarm) or have other specific effects (such as finger of death), Use this section to note any changes to skill points or skill modifiers.
consider the effects of the ability when used by the many different
kinds of creatures that can have the template. In general, a template shouldn’t require recalculation and reallocation
of the base creature’s skill points, even if it is inherited and changes
Consider CR the creature’s type. Although this technique may result in technically
inaccurate monsters according to the design guidelines for each type
More than any other part of a template, special attacks can affect in the MM, it saves time and makes the template less complicated.
a creature’s CR and level adjustment. So if you want to keep
those values at a reasonable level, consider the special attacks the Even so, however, certain circumstances do require recalculation
template grants with care. and reallocation of skill points. A change in Intelligence for an
inherited template does change the number of skill points available
for each Hit Die, and an Intelligence change for an acquired or
Special Qualities created template does the same for all levels or racial Hit Dice
When choosing the special qualities for a template, be aware of acquired after the template is applied. Likewise, adding Hit
the creatures that cannot benefit from the ones you choose or Dice adds skill points to the base creature. And in some cases, a
create so that you can design around any problems that may crop template’s concept may require different skills.
up. For instance, a special quality that doubles the duration of all When granting a racial bonus on checks with a certain skill, make
the spells a creature casts might be worth a +1 CR adjustment sure you know what effect reliable use of that skill has on combat. In
to a spellcasting creature, but it is worthless to a non-spellcaster. addition, figure out what would happen if the creature could take 10
You can address this problem by making the template available or 20 on the skill all the time. Although a creature probably won’t be
only to spellcasters, by limiting the double-duration effect to a able to concentrate on skill use in combat, this method can help you
specific spell school (such as divination spells), or by diminishing to decide whether the skill bonus you plan to apply is unbalancing.
the strength of the ability (adding only 1 round to the duration
of all spells instead of doubling it).
Feats
Damage Reduction and Regeneration This section should indicate any bonus feats the template grants.
Be sure to specify what happens when a template grants damage Treat such feats like special attacks or special qualities when
reduction to a creature that already has it. Normally both apply considering the template’s CR adjustment. In addition, you may
normally, but you can decide otherwise. Likewise, if the template also wish to note good choices for additional feats if the template
increases the creature’s Hit Dice.
12
Environment Level Adjustment
If the template changes the creature’s natural environment, When comparing the power of abilities granted to a character by
note the new information here. The change might specify an a template, think about them in terms of how much a magic item
environment, or it might add to or alter the base creature’s that grants such a power would cost. It would be time-consuming
A Monstrous Toolkit
environment options. Usually stick to the environments specified to price each quality of a template in this manner, but if you know
in the MM; otherwise, feel free to make up your own. the price of a magic item that gives a particular ability, you’ll
have a rough idea of how powerful the attack is in the hands of
Organization a character. Alternatively, if you use Green Ronin’s Aasimar &
Tiefling: A Guidebook to the Planetouched there are extensive rules
Note any changes to the base creature’s organization in this section. for adjudicating level adjustment for player character races.
Usually, the new or altered organization should follow the structures
given in the MM. Avoid the use of the word swarm, since this is a
specific game term with its own meanings. Test Your Template
After you’ve finished the basic design for your template, test it on
Challenge Rating at least four monsters. You don’t need to actually go through the
A template overlays a set of new attacks and work of applying the template to all four, but do think about how
defenses on any creature from a squirrel the template affects each one. Pick only monsters that qualify for
to the tarrasque. Thus, determining its your template, but make your choices as different as possible. Try a
CR adjustment requires evaluating monster with a lot of special attacks or spell-like abilities (such as
its effect on the challenge ratings of a formian myrmarch), one with a lot of melee attacks (such
all creatures that can possess it. as a hydra), one of very low CR (such as a kobold), and
one of very high CR (such as a titan).
To set the CR adjustment for your
template, start by reviewing the Now compare the results.
advice in the MM about assigning Check to see whether the
challenge ratings to monsters. If template affects all the
your template does not add Hit monsters in a similar way. It
Dice, the CR adjustment should shouldn’t make one creature
not be very high—generally +1 unusually powerful or weak.
or +2 is sufficient. Compare your You may find that a special
template to those in the MM and attack is weak when given to a
this book to get a feel for what kind monster with a high CR or many special
of adjustment might be appropriate. attacks, but immensely powerful when
A template might have the same given to a monster with a low CR or a large
CR adjustment as another template number of melee attacks. Such a situation isn’t
that gives half as many abilities simply necessarily bad, as long as the relative increase in
because of the variance in how those power is similar for each monster.
abilities affect CR and the power range of the monsters ranked Try the monsters out in play to see whether
at a particular CR. Any template with a large CR adjustment the CR adjustment you decided on works out
that does not add HD can be very tricky to use, since it tends well for each monster. Check the wording of
to make a creature very dangerous but more short-lived than the abilities to make sure that they are clear.
its CR would indicate.
Now repeat this same process with
If the template adds HD, you can generally add +1 characters of 1st, 5th, 15th, and 20th level
CR per 2 HD of increase as a rule of thumb. to test the fairness of the template’s level
Spell resistance also tends to produce a large CR adjustment. Often you’ll find that abilities
adjustment. In most cases, spell resistance is closely that make a low-level character very powerful
tied to a base creature’s CR, and if your template does are worth very little at high levels. That situation
not increase spell resistance appropriately, a templated creature’s CR isn’t necessarily a problem; it’s just part of the strangeness of the
might end up being too low. level adjustment system.
Once you have determined a CR adjustment for your template,
evaluate some test monsters in play to be sure of its accuracy.
Apply the Template
Treasure Once you’ve checked the template, apply it to the example monster
you’ve chosen or to whatever monster you want to use in your game.
Detail any changes to the creature’s treasure in this section. A template If you’re preparing the template for publication or to show others,
should not make a change to this aspect of the base creature’s statistics pick a monster that you think will be intriguing or exciting when
unless it is vital to the concept or the template dramatically changes templated. You could choose an especially powerful combination,
the creature’s intelligence and tool-using capability. try to improve a dull monster, create a typical example, or come
up with a strange example that most people wouldn’t think of. If
Alignment you’re designing the template for publication, it’s often best to pick
a typical creature—one that a lot of GMs are likely to use—as the
If your template changes the base creature’s alignment, note the base creature. When you apply the template, look for problems,
details here, using the conventions from the MM. conflicts, or confusing rules and fix the template if you need to. 13
Altering Templates
Changing a template to better suit your game can be fun and is If you want to alter how a template affects the creature’s size,
A Monstrous Toolkit
easy to do. As long as you begin the process with a target CR try applying it to a creature first, then change its size using the
adjustment or level adjustment in mind, changing the template is information provided in the MM to see what alterations should
merely a matter of scaling it up or down. occur and how they affect the creature. Altering the template
while applying it to a creature
templates A to Z
Templates A to Z
15
Amalgam
An amalgam is two different monsters brought together into one being by either magic or selective breeding. The amalgam template can
be used to create a new race to replace a standard one, or new creatures resulting from a crossbreeding experiment, or a series of monsters
influenced by a god or demon, or even a unique creature created by a magical accident.
“Amalgam” is an acquired or inherited template (your choice) that Appearance: The amalgam looks like a combination of both base
combines two creatures (referred to hereafter as base creatures). creatures, even if its features do not retain the same functions.
The GM may freely assign any appropriate physical
An amalgam uses all the statistics and special
characteristics to the creature within those parameters.
abilities of the two base creatures except as noted
In the example of the hill giant and horse amalgam
here.
above, the resulting creature might be hairy like a horse.
Size and Type: Find the amalgam’s type by cross-
Hit Dice: The amalgam has the same number of
referencing the two base creatures’ types on
racial Hit Dice as the base creature with the greatest
the Size & Type table. The creature retains
number of racial HD. If the two base creatures have
the subtypes of both base creatures unless those
the same number of racial HD, the amalgam also has that
subtypes directly conflict (fire and cold, for example). In case of
number. Hit Dice gained through class levels do not count
such a conflict, the creature loses both subtypes. The amalgam
for this purpose. The amalgam’s racial Hit Dice are of a size
is the same size as the larger of the two base creatures.
appropriate to its new type, as given on the following table.
Shape: The amalgam’s appearance is determined by several factors.
Body Form: The amalgam has the general body form of Hit Dice
whichever base creature has a higher character level (racial Amalgam Type Hit Die Type
and class Hit Dice). In case of a tie, the DM may choose
which base creature’s form the amalgam has. Aberration d8
Animal d8
Limbs: The amalgam has the same kinds of limbs and Construct d10*
attacking appendages as both base creatures do. If both base Dragon d12
creatures have a particular kind of limb, the amalgam has Elemental d8
the same number of such limbs as does the base creature Fey d6
with the higher character level or Hit Dice. If both base Giant d8
creatures have the same character level or Hit Dice, the Humanoid d8
amalgam has the greater number of limbs. The amalgam Magical Beast d10
can attack with any appendage that either base creature Monstrous Humanoid d8
can, even if the other base creature has no attack with that Ooze d10
limb. All limbs are sized appropriately for the amalgam. Outsider d8
For example, a Huge monstrous scorpion combined with a Plant d8
stirge has the general body form, legs, claws, and tail of the Undead d12**
scorpion, plus stirgelike wings and a stirge’s proboscis—both Vermin d8
sized to fit its new body. A hill giant combined with a
heavy warhorse has the body form, legs, and arms of a hill *Constructs receive bonus hit points based on size; see the MM for
giant, plus a horselike face and hooflike feet to deliver the details. Constructs do not have Constitution scores, so they
warhorse’s hoof and bite attacks. do not gain bonus hit points for each HD based on high
Constitution.
16
Amalgam Size & Type
Base Creature 2
Aber Ani Con Drag Ele Fey Gia Hum MagB MonH Ooze Out Pla Und Ver
Aber Aber Aber Con Drag Ele Aber Aber Aber MagB Aber Aber Out Pla Und Aber
Ani Aber Ani Con Drag Ele Fey MonH MonH MagB MonH Aber Out Pla Und Ver
Con Con Con Con Con Con Con Con Con Con Con Con Con Con Con Con
Amalgam
Drag Drag Drag Con Drag Ele Drag Drag Drag Drag Drag Aber Out Pla Und Drag
Ele Ele Ele Con Ele Ele Ele Ele Ele MagB Ele Aber Out Ele Und Ele
Fey Aber Fey Con Drag Fey Fey Fey Fey MagB Fey Aber Out Fey Und Aber
Base Creature
Gia Aber MonH Con Drag Ele Fey Gia Gia Aber MonH Aber Out Pla Und Aber
Hum Aber MonH Con Drag Ele Fey Gia Hum Aber MonH Aber Out Pla Und Aber
MagB MagB MagB Con Drag MagB MagB Aber Aber MagB Aber MagB Out Pla Und MagB
MonH Aber MonH Con Drag Ele Fey MonH MonH Aber MonH Aber Out Pla Und Aber
Ooze Aber Aber Con Aber Aber Aber Aber Aber MagB Aber Ooze Aber Aber Und Aber
Out Out Out Con Out Out Out Out Out Out Out Aber Out Pla Und Out
Pla Pla Pla Con Pla Ele Fey Pla Pla Pla Pla Aber Pla Pla Und Pla
Und Und Und Con Und Und Und Und Und Und Und Und Und Und Und Und
Ver Aber Ver Con Drag Ele Aber Aber Aber MagB Aber Aber Out Pla Und Ver
Armor Class
Size Natural Armor Bonus
Change Increase for Averaging
Fine to Diminutive +0 For example, if the amalgam is Huge and the smaller of the
Diminutive to Tiny +0 two base creatures is Small, you would add +0 (for Small
Tiny to Small +0 to Medium), +2 (for Medium to Large), and +3 (for Large
Small to Medium +0 to Huge), for a total of +5, to the smaller creature’s natural
Medium to Large +2 armor bonus before averaging it with that of the larger
Large to Huge +3 creature.
Huge to Gargantuan +4
Gargantuan to Colossal +5 The amalgam’s size also determines its size modifier to AC,
as normal. 17
Why is this Template So Complicated?
Amalgam is the most complicated template in this book (and thus the most difficult one to apply) because it gives the
mechanics for taking any two monsters and mashing them together into a single creature. The amalgam template exists to
provide a game mechanic for GMs who want to make creatures similar to owlbears, but it can also be used to create tojanida-
succubi, bodak-stone golems, and other odd combinations. The result is often a strange and unique creature that might deserve
its own place in your world.
The template is complicated because it has to encompass all the variables. The manimal and lycanthrope templates combine
Amalgam
different creatures, and they do so in very different ways, but neither is expansive enough to account for literally any
combination of monsters.
This template might be more than you need to create the monster combination you have in mind. If you want to create a
human with a grick’s tentacle attacks, for example, you can always just give a human those characteristics. But if you’d like a
formal structure for combining any two monsters according to the rules, this template does the job.
As you apply the template, you can make minor alterations based on how you want your two monsters to combine. For
instance, if you were hoping that the combination of an ogre and a bear would make a giant, centaurlike bear-ogre rather than
an ogre with bearlike features, you can alter how the template works to ensure the creature takes the right form.
Ultimately, this template provides a fun new way to think about monsters and make up new creatures. With it, you can create
interesting encounters and adventures without designing a new monster from scratch—just as you can with any other template
in this book.
Base Attack Bonus: Recalculate the amalgam’s base attack Weapon attacks are always primary attacks, and natural
bonus for its racial Hit Dice based on its creature type and attacks gained from the creature with fewer racial HD
number of racial HD, according to the following table. are always secondary attacks. Natural attacks gained from
Add to this value the base attack bonus for any class Hit the base creature with more racial Hit Dice are either
Dice it has. primary or secondary, as they were for that creature. If
the base creatures have the same number of racial HD,
Base Attack Bonus the amalgam gains all the attacks of both, subject to the
number of appropriate limbs it actually has. The GM
Base Attack Bonus Creature Type chooses one kind of natural attack to be the primary one if
HD x 3/4 (as cleric) Aberration, animal, more than one option exists.
construct, elemental, giant, For example, a naga combined with a goblin would possess
humanoid, ooze, plant, the goblin’s arms, so it could wield weapons and make
vermin attacks with those limbs.
HD (as fighter) Dragon, magical beast,
monstrous humanoid, The standard size modifier applies to the amalgam’s attack
outsider rolls, according to the following table.
HD x 1/2 (as wizard) Fey, undead
Attacks
Grapple: The amalgam’s size modifier for grapple checks is given
on the following table. Amalgam Size Size Modifier for Attacks
Fine +8
Grapple Diminutive +4
Tiny +2
Amalgam’s Size Size Modifier for Grapple Checks
Small +1
Fine –16 Medium +0
Diminutive –12 Large –1
Tiny –8 Huge –2
Small –4 Gargantuan –4
Medium +0 Colossal –8
Large +4
Huge +8 Damage: If the base creatures are both the same size as the
Gargantuan +12 amalgam, the base damage for its attacks remains the same
Colossal +16 as it was for the base creatures. Otherwise, keep the damage
for the larger base creature’s attacks the same and adjust
Attack: The amalgam retains all the attacks of the base creature the base damage for each of the smaller creature’s attacks
with the greater racial Hit Dice. It also gains any attacks according to the following table. Scale the damage once for
the other base creature has that are associated with limbs each size category of difference between the smaller base
it gained from that creature, and it retains the weapon and creature and the amalgam. Ability score damage or drain
armor proficiencies of both base creatures. and energy damage also scale up in the same manner, but
18 negative levels bestowed via attacks do not increase.
Saves: The amalgam’s base saves depend on its type, as given
Damage on the following table. Any saves not noted as good for a
Old Damage New Damage particular type are poor. See Chapter 1 of the PHB for the
progression of good and poor saves. Add to each of these
1 1d2
values the corresponding base save bonuses for any class Hit
1d2 1d3
Dice the amalgam has.
1d3 1d4
1d4 1d6
1d6 1d8 Saves
1d8 2d6 Creature Type Good Saves
Amalgam
1d10 2d8
2d6 3d6 Aberration Will
2d8 3d8 Animal Fortitude and Reflex (and
4d6 6d6 sometimes Will)
4d8 6d8 Construct —
Dragon Fortitude, Reflex, Will
For example, if the amalgam is Huge and the smaller of the Elemental Fortitude (Earth or Water) or
two base creatures is Small, an attack from the smaller one Reflex (Air or Fire)
that originally dealt 1d4 points of damage would scale up Fey Reflex and Will
three times. Thus, 1d4 becomes 1d6 (for Small to Medium), Giant Fortitude
1d6 becomes 1d8 (for Medium to Large), and 1d8 becomes Humanoid Fortitude or Reflex or Will
2d6 (for Large to Huge). Magical beast Fortitude, Reflex
Monstrous humanoid Reflex, Will
Space/Reach: The amalgam has a space and reach appropriate
Ooze —
for its size, as given in the following table. If the reach for
Outsider Fortitude, Reflex, Will
a natural attack that the amalgam receives from one of the
Plant Fortitude
base creatures is greater than indicated for its size in the
Undead Will
chart below, extend the reach of that attack by the same
Vermin Fortitude
amount that it is extended from the original creature. For
instance, an amalgam formed from a choker and an ogre Abilities: For each mental ability score, take the average for the two
mage would possess tentacle attacks with a reach of 15 feet. base creatures, rounding down if the result is 10 or higher or
up if it is below 10. If the base creatures are the same size,
Space/Reach follow the same procedure for each physical ability score.
Otherwise, adjust the ability score of the smaller creature
Size Space/Reach (Tall) Space/Reach (Long)
according to the following table before averaging. Apply the
Fine 1/2 ft./0 ft. — modifiers stepwise to account for the size difference between
Diminutive 1 ft./0 ft. — the smaller base creature and the amalgam.
Tiny 2 1/2 ft/0 ft. —
Small 5 ft/5 ft. — Abilities
Medium 5 ft./5 ft. 5 ft./5 ft.
Large 10 ft./10 ft. 10 ft./5 ft. Size Change Strength Dexterity Constitution
Huge 15 ft./15 ft. 15 ft./10 ft. Fine to Diminutive +0 –2 (minimum 1) +0
Gargantuan 20 ft./20 ft. 20 ft./15 ft. Diminutive to Tiny +2 –2 (minimum 1) +0
Colossal 30 ft./30 ft. 30 ft./20 ft. Tiny to Small +4 –2 (minimum 1) +0
Special Attacks: An amalgam retains all the special attacks of both Small to Medium +4 –2 (minimum 1) +2
base creatures that do not depend on a limb or body form Medium to Large +8 –2 (minimum 1) +4
the amalgam does not possess. If two special attacks are Large to Huge +8 –2 (minimum 1) +4
similar, the amalgam has the better of the two. For example, Huge to Gargantuan +8 +0 +4
if both base creatures deals extra fire damage with their melee Gargantuan to Colossal +8 +0 +4
attacks, but one deals +1 point and the other deals +1d6
points, the amalgam deals +1d6 points of fire damage with Skills: The amalgam retains the racial skill bonuses described
each of its melee attacks. Recalculate the save DCs for all in the Skills section of the creature descriptions for both
special attacks based on the amalgam creature’s racial HD or base creatures, but it loses all skill ranks the base creatures
character level, as applicable, and its ability scores. possessed. Recalculate skill points for the amalgam’s racial Hit
Dice according to its type, as given on the following table,
Now evaluate your monster’s special attacks, realizing it may then purchase its skills afresh, treating both base creatures’
get to use only two or three of them in a single combat. If it skills as class skills and all others as cross-class skills. The
seems as if your amalgam has too many special attacks, pare amalgam retains any skill points gained from class levels.
them down until you are satisfied.
Special Qualities: An amalgam retains all the special qualities of Skills
both base creatures that do not depend on a limb or body Creature Type Skill Points
form that the amalgam does not possess. If two special
qualities are similar, the amalgam has the better of the Aberration (2 + Int modifier, minimum 1) x (HD +3)
two. For example, if one base creature has fire resistance Animal (2 + Int modifier, minimum 1) x (HD +3)
20 and the other has fire immunity, the amalgam has fire Construct (2 + Int modifier, minimum 1) x (HD +3)
immunity. Dragon (6 + Int modifier, minimum 1) x (HD +3)
19
typical amalgam, however, is organized in the same manner
Skills as one of its base creatures.
Creature Type Skill Points
Challenge Rating: Compare the amalgam to both base creatures
Elemental (2 + Int modifier, minimum 1) x (HD +3) and select a challenge rating based on theirs. Then compare
Fey (6 + Int modifier, minimum 1) x (HD +3) the amalgam to creatures with Challenge Ratings up to 3
Giant (2 + Int modifier, minimum 1) x (HD +3) higher to determine whether the CR you have assigned is
Humanoid (2 + Int modifier, minimum 1) x (HD +3) reasonable.
Magical beast (2 + Int modifier, minimum 1) x (HD +3)
Treasure: Standard if both base creatures have standard treasure,
Monstrous
or as the base creature with the most treasure, if both have
Amalgam
Amphibious Creature
Uneducated folk sometimes mistake this cruel, 12-foot-tall,
winged humanoid for a vrock. Its long neck is topped by a birdlike
Electricity Ray (Su): An arrowtaur can fire an electricity ray from
head composed mostly of jagged beak and deadly, bull-like horns.
its tail once per round to a range of 50 feet.
The arrowtaur’s four black wings give it great maneuverability
in flight, and it can lash out at its foes with lightning from Powerful Charge (Ex): When an arrowtaur charges a foe, it lowers
its feathered tail. Its two legs end in hooves, and its arms in its head for a gore attack. In addition to the normal benefits and
humanlike hands. hazards of a charge, it gains a single gore attack (+6 melee) that
deals 4d6+7 points of damage.
Arrowtaurs inhabit many of the blocks of elemental earth that soar
through the Elemental Plane of Air. There they dig out rookeries Natural Cunning (Ex): Arrowtaurs are immune to maze spells and
and build labyrinthine nests in which to raise their young and plan never become lost. Furthermore, they are never caught flat-footed.
assaults on the strongholds of other air creatures.
Skills: An arrowtaur has a +4 racial bonus on Listen, Search, and
Arrowtaurs speak Auran. Spot checks.
Amphibious Creature
Amphibious creatures belong to neither air nor water and are native to neither land nor sea. Bogs, swamps, and mires—whether hot,
mild, or frozen—are their homes.
An amphibious creature breathes both air and water and is comfortable in both. It has slick-looking, smooth skin and large eyes that
gather light, granting it clear vision even in the murk of muddy waters. It also possesses fins or webbed appendages serving it well in
water and legs allowing it to move about on land.
21
Special Qualities: An amphibious creature retains all the base hazard. It can always choose to take 10 on a Swim check,
creature’s special qualities and gains those described here. even if distracted or endangered. It can use the run action
while swimming, provided it swims in a straight line.
Amphibious (Ex): An amphibious creature can breathe both
air and water with equal ease. Languages: If the amphibious creature can speak, it gains the
ability to speak Aquan in addition to any other languages
Amphibious Creature
Combat
An amphibious giant praying mantis uses both of its spiny claws as opportunity. If it gets a hold, it makes a bite attack at its full attack
a single attack. It is a patient carnivore that can remain completely bonus (+6 melee).
still below murky water for hours waiting for prey to come near. It
Amphibious (Ex): See the amphibious creature template.
attacks by grabbing smaller prey in its claws and biting viciously.
Breathing Skin (Ex): See the amphibious creature template.
Improved Grab (Ex): If the amphibious giant praying mantis
hits an opponent that is at least one size category smaller than Skills: An amphibious giant praying mantis receives a +4 racial bonus
itself with a claws attack, it deals normal damage and attempts on Hide and Spot checks. *Because of its camouflage, the Hide bonus
to start a grapple as a free action without provoking an attack of increases to +12 when the mantis is surrounded by foliage.
22
Apocalypse Swarm
Deities show their wrath in many ways—storms, floods, earthquakes, volcanic eruptions, disease—but few means are as viscerally
terrifying as a plague. Locusts that devour a nation’s crops, clouds of flies that clog people’s mouths, hordes of rats that spread
Apocalypse Swarm
contagion—these are the so-called apocalypse swarms, the deadly messengers of angry gods.
An apocalypse swarm looks like a normal swarm of creatures until it engages in combat. Other creatures watching such a battle obtain
a better understanding of what apocalypse really means—in the death of another being, they clearly see their own nearness to oblivion.
Few can witness another creature’s death by such a means and not find it chilling. Even creatures that were initially willing to stand firm
and fight the swarm soon regret their bravery, for damaging such swarms only makes more of them. Thus, an apocalypse swarm grows in
destructive capability even as foes succeed in diminishing its strength.
Greater Distraction (Ex): See the apocalypse swarm template. A remove disease or heal spell cast on an inhabited victim
forces the apocalypse hellwasp swarm to abandon its host.
Inhabit (Ex): An apocalypse hellwasp swarm can enter the body
of a helpless or dead creature by crawling into its mouth and Poison (Ex): Injury, Fortitude DC 23, initial and secondary
other orifices. This process requires 1 minute to complete. damage 1d6 Dex. The save DC is Constitution-based.
A single apocalypse hellwasp swarm can inhabit a Small, Hive Mind (Ex): Any apocalypse hellwasp swarm with at least
Medium, or Large creature, and four swarms working 1 hit point per Hit Die (or 12 hit points, for a standard
together can inhabit a Huge creature. The swarm can swarm) forms a hive mind, giving it an Intelligence score of
abandon the body at any time, but doing so requires a full- 6. When an apocalypse hellwasp swarm is reduced below
round action. this hit point threshold, it becomes mindless.
Splitting (Ex): See the apocalypse swarm template.
24
Arboreal Creature
Arboreal creatures live in the canopies of forests and jungles. They conduct their lives entirely above-ground, swinging from bough to
bough, climbing through the branches, and balancing on tree limbs as they move from place to place.
Arboreal Creature
The coloration of an arboreal creature aids its ability to hide in the high boughs of trees. Its skin may be green, gray, or brown, depending
on its environment, and its hair color may change with the seasons. A typical arboreal creature has long climbing limbs that are awkward
to walk on, but occasionally one may climb primarily with two limbs and have stunted hind legs.
25
- Sample Creature: Arboreal Halfling Warrior -
Small Humanoid (Halfling) or sling stones at their foes—even other creatures that can climb.
Hit Dice: 1d8+1 (5 hp) But their predilection for ranged weaponry does not leave them
defenseless in melee. On the ground, arboreal halfling warriors
Arboreal Creature
Initiative: +2
Speed: 10 ft. (2 squares), brachiate 20 ft., climb 20 ft. draw longswords made in treetop forges, and in the trees, they
Armor Class: 16 (+1 size, +2 Dex, +3 studded leather), touch 13, fight with vicious kicks.
flat-footed 14 Brachiation (Ex): See the arboreal creature template.
Base Attack/Grapple: +1/–2
Attack: Small longsword +4 melee (1d6+1/19–20) or small Halfling Traits (Ex): An arboreal halfling has a +2 morale bonus
javelin +5 ranged (1d4+1) or slam +3 melee (1d4+1, on saving throws against fear, a +1 racial bonus on all saving
brachiating only) throws, a +1 racial bonus on attack rolls with a thrown weapon
Full Attack: Small longsword +4 melee (1d6+1/19–20) or or sling, and a +2 racial bonus on Climb, Jump, Listen, and Move
small javelin +5 ranged (1d4+1) or slam +3 melee (1d4+1, Silently checks (already figured into the statistics given above).
brachiating only) Tree Leap (Ex): See the arboreal creature template.
Space/Reach: 5 ft./5 ft.
Special Qualities: Brachiation, halfling traits, tree leap Skills: An arboreal creature gains a +15 racial bonus on Balance
Saves: Fort +4, Ref +3, Will +0 and Jump checks and a +4 racial bonus on Listen and Spot
Abilities: Str 13, Dex 15, Con 12, Int 10, Wis 9, Cha 8 checks. An arboreal creature receives a +8 racial bonus on Climb
Skills: Balance +16, Climb +14, Hide +5*, Jump +17, Listen +7, checks and can always choose to take 10 on Climb checks, even
Move Silently +3, Spot +3, Survival –1* if rushed or threatened. An arboreal creature also gains a +4
Feats: Weapon Focus (longsword) racial bonus on Hide and Survival checks in forested or jungle
environments.
Environment: Any forest
Organization: Solitary, pair, company (3–4), squad (11–20 The arboreal halfling character presented here had the following
plus 2 3rd-level sergeants and 1 3rd–6th level leader), or ability scores before racial and template adjustments: Str 13, Dex
band (30–100 plus 100% noncombatants plus 1 3rd-level 11, Con 12, Int 10, Wis 9, Cha 8.
sergeant per 20 adults, 5 5th-level lieutenants,
and 3 7th-level captains)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1
Here is an example of an arboreal creature using
a 1st-level halfling warrior as the base creature.
Arboreal halflings are innovative and resourceful
tree-dwellers. Like some kinds of monkeys, they
live most of their lives in the canopy of the forest. Many
subsist as hunters and gatherers, eating nuts, fruits, and other
tree-dwelling creatures. But despite the apparent simplicity of
their lives, arboreal halflings are as capable of sophistication as
their cousins on the ground, though they are somewhat less given
to wanderlust. In fact, they sometimes develop whole treetop
cities with stable populations. Understandably, arboreal halflings
are very protective of the forests and jungles in which they live
and ally themselves with other forest dwellers such as treants,
elves, and fey creatures whenever possible.
An arboreal halfling looks superficially similar to
other halflings, standing about 3 feet tall and
usually weighing between 30 and 35 pounds.
Both males and females have longer arms and
hands and shorter legs than their landbound
cousins, and they are even more likely to go about
barefoot. Most have brown or gray skin and green
hair that turns white not with age, but with the coming of each
winter.
Arboreal halflings speak Halfling and Common.
Combat
Arboreal halflings make full use of their mobility in the
26 treetops to stay out of melee range. They prefer to hurl javelins
Bipedal Creature
A bipedal creature possesses the body of a humanoid and the features of some other creature. It has two legs and at least two arms
that are capable of wielding weapons and manipulating tools, and it stands either erect or hunched like an ape. Bipedal races often
form stable societies, cultures, and nations, even if the multilegged or legless creatures they resemble are solitary beings or simple
Bipedal Creature
hunter-gatherers.
27
- Sample Creature: Bipedal Nightmare -
Large Outsider (Evil, Extraplanar)
Hit Dice: 6d8+18 (45 hp)
Initiative: +6
Speed: 30 ft. in chainmail armor (6 squares); base speed 40 ft., fly
Bipedal Creature
90 ft. (good)
Armor Class: 29 (–1 size, +2 Dex, +13 natural, +5
chainmail), touch 11, flat-footed 27
Base Attack/Grapple: +6/+14
Attack: Greataxe +9 melee (3d6+6/x3) or hoof +9 melee
(1d8+4 plus 1d4 fire)
Full Attack: Greataxe +9/+4 melee (3d6+6/x3) and
bite +4 melee (1d8+2) or 2 hooves +9 melee
(1d8+4 plus 1d4 fire) and bite +4 melee
(1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Flaming hooves, smoke
Special Qualities: Astral projection, darkvision 60
ft., etherealness
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 18, Dex 15, Con 16, Int 13,
Wis 13, Cha 12
Skills: Concentration +12, Diplomacy
+3, Intimidate +10, Knowledge
(the planes) +10, Listen +12,
Move Silently +6, Search +10,
Sense Motive +10, Spot +12,
Survival +10 (+12 on other
planes and following
tracks)
Feats: Alertness, Improved
Initiative, Run
Environment: Gray Waste of
Hades
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: By character class
Level Adjustment: +4
Bipedal nightmares can strike terror into the ranks of the most A bipedal nightmare’s natural weapons, and any weapons it wields,
stalwart army and the hearts of the greatest heroes. Although they are treated as evil-aligned for the purpose of overcoming damage
present no greater threat in melee than trolls do, their ability to slip reduction.
through the defenses of foes and seemingly return from the dead
time and time again are legendary. Flaming Hooves (Su): A blow from a bipedal nightmare’s
hooflike hands sets combustible materials alight.
With the body of a midnight-black giant and the head of a
demonic horse, a bipedal nightmare would be worthy of its name Smoke (Su): During the excitement of battle, a bipedal nightmare
for its appearance alone. Its flaring nostrils spew sparks and smoke, snorts and neighs with rage, filling a 15-foot cone with hot,
and its huge, hooflike hands strike fire with each blow. sulfurous smoke that chokes and blinds opponents. Anyone in this
area must succeed on a DC 16 Fortitude save or take a –2 penalty
Combat on all attack and damage rolls until 1d6 minutes after leaving the
cone. The bipedal nightmare can use this attack once per round as
A bipedal nightmare prefers to attack foes while astrally projecting a free action during its turn, and the smoke lasts for 1 round. The
itself from another plane. Whenever possible, it first uses smoke does not obscure the bipedal nightmare’s vision at all, but it
etherealness to slip through defenses and perform reconnaissance does grant the creature concealment against opponents 5 feet away
so it can concentrate its attacks on the most vulnerable foes. A and total concealment against opponents 10 feet or farther away.
bipedal nightmare prefers to attack spellcasters first to minimize The save DC is Constitution-based.
the chances of having its astral form dispelled. While projecting
an astral form, the creature fights fearlessly, knowing that it cannot Astral Projection (Su): A bipedal nightmare can produce an astral
truly be killed. But it does not take danger to its true form lightly. projection effect as the spell (caster level 20th) at will.
When it encounters a foe in its real form, it most often flees by Etherealness (Su): A bipedal nightmare can produce an
flying away or becoming ethereal, even if the foe seems to present etherealness effect as the spell (caster level 20th) at will.
28 little threat.
Blood Knight
Blood knights are the damned souls of fierce warriors who died in a particularly bloody manner. Cursed to walk the earth until their
warlike ways lead to their destruction, blood knights seek always to fight and conquer.
A blood knight wears the armor it died in, but its body is gone, wholly replaced by blood. This blood leaks from the armor in endless
drips, runnels, and rivulets, cascading to the ground in a torrent that puddles around the creature’s feet. The blood knight’s blows leave
Blood Knight
wounds that do not close, and its own blood is poisonous. Most horrific of all, it can spray its blood out of its armor in great gouts that
soak opponents in the poisonous fluid.
29
Blood Slick (Ex): A blood knight constantly drips slippery Failure means the item is immediately dropped. A creature
blood in a 10-foot-radius spread around itself. Any creature coated in blood gains a +10 bonus on Escape Artist checks.
that is in this area at the start of its turn must succeed on
Once the blood knight has used its fountain of blood attack,
a Reflex save (DC 10 + 1/2 blood knight’s character level
it must wait 1d4 rounds before it can do so again. Blood
+ blood knight’s Cha modifier) or fall prone. Furthermore,
knights are immune to the slipperiness of any blood knight’s
a creature moving through the area at more than half its
fountain of blood.
normal speed falls prone. To move at half normal speed,
the creature must succeed on a DC 10 Balance check. A Improved Grab (Ex): To use this ability, a blood knight must
Blood Knight
creature that fails this check by 5 or more falls prone; one hit a creature of any size with a natural attack. It can then
that fails by less than 5 makes no progress that round. Blood attempt to start a grapple as a free action without provoking
knights are immune to the slipperiness of any blood knight’s an attack of opportunity.
blood slick.
Poison Blood (Ex): Ingested, Fortitude DC 10 + 1/2 blood
Fountain of Blood (Ex): As a full-round action, a blood knight’s character level + blood knight’s Cha modifier, initial
knight can spray blood from its armor in a great cascade. damage 1d6 Con, secondary damage nausea for 1 minute.
Each creature within a 15-foot radius is covered in blood Any opponent that strikes a blood knight with a bite attack
and must succeed on a Fortitude save as though it had is subject to this attack, as is any creature in the area of the
ingested the blood knight’s poisonous blood. The blood fountain of blood attack.
fills the area until the blood knight’s next turn. Creatures
entering the spray while it persists are subject to its effects, Special Qualities: A blood knight retains all the base creature’s
but a creature can be affected only once per round. special qualities and gains those described here.
The area covered by the blood spray becomes coated as Blood Body (Ex): Because its body is entirely composed of
though by a blood slick and remains slippery for 1 round blood, a blood knight can store items within its form. It can
per two character levels the blood knight possesses, or until retrieve any item stored in its body as a move action or as a free
the blood is washed away with at least 5 gallons of water action that is part of a move. An item to be stored must be of
or other liquid, or burned away with normal or magical a size and shape that fits within whatever portion of the blood
fire as a full-round action. Creatures and objects within the knight’s armor it is placed. For example, an orc blood knight
area that do not have total cover are coated with the blood, could store potion vials, crossbow quarrels, or daggers in its
and a creature wishing to use, pick up, or cling to an item arm, but it could not store a longsword there.
coated in the blood must succeed Bonded Armor (Ex): A blood knight always wears the
on a Reflex save (DC 10 + 1/2 suit of full plate armor in which it died. It cannot
blood knight’s character remove this armor or exchange it for another suit. If
level + blood knight’s the armor is destroyed, the blood knight is destroyed
Cha modifier) to do so. as well. The blood knight has a +5 bonus on saving
throws made on behalf of its armor.
Damage Reduction (Ex): The blood knight gains damage
reduction 10/bludgeoning. If the base creature already has
damage reduction, use that value or 10, whichever is higher,
for the amount of damage ignored and add bludgeoning to
the kinds of damage that overcome its damage reduction.
Abilities: Increase from the base creature as follows: Str +6, Dex
+4. As an undead creature, a blood knight has
no Constitution score.
Skills: A blood knight
gains a +10 racial bonus
on Escape Artist checks. It
loses any racial bonuses to
Hide checks that the base
creature may have due to
coloration.
Climate/Terrain: Any.
Organization: Solitary.
Challenge Rating: Same as the base creature +2.
Treasure: Same as the base creature, including armor.
Alignment: Always evil (any).
Level Adjustment: —
Blood Knight
Armor Class: The dread blood knight loses any natural armor bonus the base creature has and gains a deflection bonus equal to
3 + the base creature’s natural armor bonus (+0 if it has none).
Special Attacks: The dread blood knight’s bleeding wounds attack deals 2d4 points of damage per round. Its blood drain deals
2 points of Constitution damage. Its fountain of blood attack has a 30-foot radius.
Special Qualities: The dread blood knight gains turn resistance +4, immunity to sonic effects, and spell resistance equal to 12 +
the base creature’s CR.
Abilities: Change from the base creature as follows: Str +6, Dex +6, Wis +2, Cha +4. As an undead creature, a dread blood
knight has no Constitution score.
Feats: The dread blood knight gains Ability Focus (poison blood) and Toughness twice as bonus feats.
Challenge Rating: Same as the base creature +3.
Here is an example of a blood knight using a 5th-level dwarf Morden Thrallhammerer uses his bastard sword as a two-handed
fighter as the base creature. weapon most of the time. When he can take a full attack action,
however, he attacks once with the sword and once with a slam.
Morden Thrallhammerer was once a dwarf hero of some fame. Loyal When badly wounded, Morden attacks almost exclusively with his
to his clan and a staunch defender of its sovereignty, he was ruthless slam. 31
Bleeding Wounds (Ex): See the blood knight template. In addition, Morden has stability, which grants him a +4 bonus
on ability checks made to resist being bull rushed or tripped when
Blood Drain (Ex): See the blood knight template.
standing on the ground (but not when climbing, flying, riding, or
Blood Slick (Ex): Reflex DC 11; see the blood knight template. otherwise not standing firmly on the ground). His stonecunning
ability grants him a +2 racial bonus on checks to notice unusual
Fountain of Blood (Ex): Fortitude DC 11 if ingested; Reflex DC stonework and allows him to make a check for unusual stonework
11 to pick up object; see the blood knight template. as though actively searching when within 10 feet. He can also intuit
Improved Grab (Ex): See the blood knight template. depth and use the Search skill to find stonework traps as a rogue
can. Morden has darkvision to a 60-foot range.
Poison Blood (Ex): Fortitude DC 11; see the blood knight
Undead Traits: Morden is immune to mind-affecting effects,
Bramble
template.
poison, sleep effects, paralysis, stunning, disease, death effects, and
Blood Body (Ex): See the blood knight template. any effect that requires a Fortitude save unless it also works on
Bonded Armor (Ex): See the blood knight template. objects or is harmless. He is not subject to critical hits, nonlethal
damage, ability damage to his physical ability scores, ability drain,
Dwarf Traits (Ex): Morden has a +1 racial bonus on attack rolls energy drain, fatigue, exhaustion, or death from massive damage.
against orcs and goblinoids, a +2 racial bonus on saves against spells He cannot be raised, and resurrection works only if he is willing.
and spell-like abilities, a +2 racial bonus on Fortitude saves against Darkvision 60 ft.
all poisons, and a +4 dodge bonus against giants. He also has a +2
racial bonus on Appraise checks and Craft or Profession checks Possessions: +1 bastard sword, necklace of fireballs (type I), potion of
related to stone or metal (already figured into the statistics above). blur, potion of jump.
Bramble
These wicked watchers of the woodlands haunt dark thickets in forests and fields, stalking the unwary. Most dangerous in the tangled
briar patches and thorny copses they call home, brambles often make clear trails through their domains that turn into winding mazes
designed to confuse and entrap victims.
A bramble’s body is covered with barklike skin and wrapped in tangled, thorny vines. Its face is wizened and cruel, and yellow eyes peer
out from beneath its prickly brows.
Creating a Bramble
“Bramble” is an inherited template that can be added to any living, for its size on the following table. Otherwise, use the value
corporeal creature that breathes air (referred to hereafter as the from the table or the base creature’s damage value for its
base creature). gore attack, whichever is greater.
A bramble uses all the base creature’s statistics and special abilities
except as noted here. Damage
Size and Type: The creature’s type changes to plant with the Size Gore Base Damage
appropriate augmented subtype. Size is Fine 1
unchanged. Diminutive 1d2
Hit Dice: Change all racial Hit Dice to d8s. Tiny 1d3
Small 1d4
Armor Class: If the base creature has a +1 or lower Medium 1d6
natural armor bonus, it improves by +2. Large 1d8
Base Attack Bonus: A bramble’s base attack bonus Huge 2d6
for its racial Hit Dice is 3/4 x racial HD (as cleric). Its base Gargantuan 2d8
attack bonus increases normally for any class Hit Dice it Colossal 4d6
has.
Special Attacks: A bramble retains all the special attacks of the
Attack: The bramble retains all the base creature’s attacks, and its base creature and gains those described here.
weapon and armor proficiencies. These attacks retain the same
Entangle (Sp): A bramble can use entangle (caster level equals
primary or secondary status they had for the base creature.
bramble’s character level) once per day, plus one additional
The bramble gains a gore attack if it did not already have time per day for each 5 character levels the bramble possesses.
one. If it has other natural attacks, it must choose upon This ability functions like the spell of the same name, except
creation whether the gore is a primary or a secondary attack. that it affects only thorns and burr-bearing plants. A bramble
It cannot thereafter change that decision. is immune to the effects of its own entangle.
Damage: A bramble has a gore attack. If the base creature does Improved Grab (Ex): To use this ability, a bramble must hit
32 not have this attack form, use the base damage value given with any one of its natural attacks. It can then attempt to
start a grapple as a free action without provoking an attack character levels the bramble possesses.
of opportunity. If it wins the grapple check, it establishes a
Woodland Stride (Ex): A bramble can move through any sort
hold and can use its thorny grasp ability.
of undergrowth (such as natural thorns, briars, overgrown
Prickle Whip (Ex): Once per day, a bramble can unravel and areas, or similar terrain) at its normal speed without taking
detach one of the tangled strands that form its body. Doing damage or suffering other impairment. However, thorns,
so requires the same kind of action as drawing a melee briars, and overgrown areas that have been magically
weapon. This strand then functions as a whip sized for the manipulated to impede motion (except via its own entangle
bramble (see the PHB for a description of the whip), except ability) still affect the bramble.
that the damage it deals is lethal and is not negated by
Saves: Fortitude is a bramble’s good save; Reflex and Will are
armor or natural armor of any value. The whip becomes stiff,
Bramble
poor. Recalculate the portion of each of the base creature’s
brittle, and useless after 1 hour.
save bonuses derived from racial HD. The portion of the
Thorn Dart (Ex): Twice per day per character level, a base save bonus derived from class levels remains the same.
bramble can pull a long thorn from its body. Doing so See Chapter 3: Classes of the PHB for the progression of
requires the same kind of action as drawing a dart. This good and poor saves. New ability scores and new feats may
thorn functions like a dart in all ways, and the bramble is also alter save bonuses.
automatically proficient with it.
Abilities: Change from the base creature as follows: Str –2
Thorny Grasp (Ex): A bramble deals automatic gore damage (minimum 1), Dex +4.
with a successful grapple check against another creature.
Skills: A bramble gains a +8 circumstance bonus on Hide and
In addition, any creature that attempts an opposed grapple
Move Silently checks in forested areas and thickets.
check to pin, constrict, swallow, or damage the bramble
takes damage equal to the base damage for the bramble’s Languages: If the bramble can speak, it gains the ability to speak
gore attack (unmodified by Strength). Sylvan in addition to any other languages the base creature
knows.
Special Qualities: A bramble retains all the special qualities of the
base creature and gains those described here. Feats: The bramble gains Exotic Weapon Proficiency (whip),
Simple Weapon Proficiency, and Quick Draw as bonus
Fire Vulnerability (Ex): A bramble takes double damage
feats.
from fire unless a save for half damage is allowed, in which
case the bramble takes double damage on a failed save Environment: Warm and temperate forests, or cold forests if the
and half damage on a successful save. If the base creature base creature lives in a cold environment.
has immunity to fire, the bramble retains that quality and
does not gain fire vulnerability. If the base creature has Organization: Solitary, pair, or coven (3–8).
fire resistance, the bramble retains that quality, but fire Challenge Rating: Same as the base creature +1.
vulnerability applies to any damage in excess of that resisted.
Alignment: Often neutral evil.
Thorn Walk (Sp): This ability works like the tree stride spell
(caster level equals bramble’s character level), except that the Level Adjustment: Same as the base creature +2.
bramble can travel only through trees that produce thorns
or burrs. In addition, a bramble can move through a wall
of thorns or any similar thorn-related effect without taking
Bramble Characters
damage or suffering any impairment. Thorn walk is usable A bramble favors whichever class the base creature does. Although
once per day, plus one additional time per day for each 5 most brambles are evil, many are not.
Broken Soul
Agony given physical form, a broken soul is the remains of a creature tortured to madness and beyond. The horrifying and heinous
treatment he endured lend him unimaginable toughness and grants the power to cause pain and invoke fear in others. Most broken souls
are completely mad creatures that hate themselves and all who look upon them.
A broken soul is a horrifying sight. Its twisted and broken body is a mass of bruises, scars, and infected, oozing sores. Its face is a mask of
madness and pain.
The exact circumstances that create a broken soul are unknown, but they invariably form from creatures severely physically and mentally
tortured and yet allowed to live. Some believe a broken soul is blessed with power by some god of pain or vengeance, but others say it is
the result of a dark bargain between the tortured creature and some infernal being. Whatever their origins, most broken souls seek out
their torturers and do all they can to bring upon them even worse pain and fear than they inflicted upon their helpless victims.
Broken Soul
Skills: Although the broken soul’s sense of self has
Baleful Gaze (Su): Any creature within 60
been greatly degraded, its very presence is unnerving
feet that meets a broken soul’s gaze must
to others, granting it a +8 racial bonus on Intimidate
succeed on a Fortitude save (DC 10 + 1/2
checks. However, it takes a –10 racial penalty on
broken soul’s character level + broken soul’s Cha
Concentration checks because of its constant pain.
modifier) or take 1d4 points of Strength drain,
1d4 points of Constitution drain, and 1d4 Feats: A broken soul gains Diehard, Endurance,
points of Charisma drain. Whatever the result and Toughness as bonus feats if the base creature
of the saving throw, the creature cannot be affected by the does not already have them.
same broken soul’s baleful gaze again for 1 minute.
Organization: Solitary.
Torturous Touch (Su): A broken soul can deliver a torturous
touch by making a successful melee touch attack against a Challenge Rating: Same as the base creature +2.
target. Any creature struck by this attack must succeed on a Alignment: Usually chaotic evil.
Fortitude save (DC 10 + 1/2 broken soul’s character level +
broken soul’s Cha modifier) or take 2d6 points of slashing Level Adjustment: Same as the base creature +4.
damage and 1d6 points of Dexterity damage. Furthermore,
the affected creature immediately falls prone and lies
convulsing and helpless for 1d4 rounds.
Broken Soul Characters
A broken soul favors whichever class the base creature does. Its terrible
Special Qualities: A broken soul retains all the special qualities of state can be cured with a miracle or wish spell if willing, but most
the base creature and gains those described here. broken souls harbor a lasting hatred of their torturers and a manic
Damage Reduction: Because it has become so inured to pain fear of capture or powerlessness. When these latent fears or hatreds
and abuse, a broken soul has damage reduction 5/—. resurface, the old scars return, and the template must be reapplied.
Cave Creature
Cave creatures are degenerate beings that have adapted to life in the everdark realms beneath the earth. Strong and hale, they rely
on their thick skins and natural weapons to protect them while they hunt for sustenance underground. Although they can be quite
intelligent, cave creatures often lack the quicker wits of the surface-dwelling creatures they resemble.
Attack: The cave creature retains all the base creature’s attacks, Special Qualities: A cave creature retains all the base creature’s
and its weapon and armor proficiencies. These attacks retain special qualities and gains those described here.
the same primary or secondary status they had for the base
creature. The cave creature gains one or more primary claw Blindsight (Ex): A cave creature can discern objects and
attacks if it has no other natural attacks. A claw grows on creatures within 60 feet regardless of concealment. It
36 each of its arms, wings, fins, or other such appendages. usually does not need to make Spot or Listen checks to
notice creatures within range of its blindsight. A silence spell
negates this ability and forces the cave creature to rely on
Skills (continued)
the base creature’s senses. Creature Type Skill Points
Light Blindness (Ex): When abruptly exposed to bright Fey (6 + Int modifier, minimum 1) x (HD +3)
light (such a lightning bolt in a dark room), a cave creature is Giant (2 + Int modifier, minimum 1) x (HD +3)
blinded for 1 round. When operating in an area of continual Humanoid (2 + Int modifier, minimum 1) x (HD +3)
bright light (such as daylight or a daylight spell), the cave Magical beast (2 + Int modifier, minimum 1) x (HD +3)
creature takes a –1 circumstance penalty on all attack rolls, Monstrous
Cave Creature
saves, and checks. humanoid (2 + Int modifier, minimum 1) x (HD +3)
Ooze (2 + Int modifier, minimum 1) x (HD +3)
Abilities: Change from the base creature as follows: Str +2, Dex
Outsider (8 + Int modifier, minimum 1) x (HD +3)
–2 (minimum 1), Con +2, Int –2 (minimum 1).
Plant (2 + Int modifier, minimum 1) x (HD +3)
Skills: The cave creature retains the racial skill bonuses described Undead (4 + Int modifier, minimum 1) x (HD +3)
in the Skills section of the creature descriptions for the Vermin (2 + Int modifier, minimum 1) x (HD +3)
base creature, but it loses all skill ranks the base creature
possessed. Recalculate skill points for the cave creature’s A cave creature receives a +8 racial bonus on Climb checks
racial Hit Dice according to its type, as given on the and can always choose to take 10 on Climb checks, even if
following table, then purchase its skills afresh, treating the rushed or threatened.
base creature’s skills as class skills and all others as cross- *Since cave creatures tend to be colored much like the caves
class skills. The cave creature retains any skill points gained in which they live, a cave creature in an area of natural stone
from class levels. gains a +4 circumstance bonus on Hide checks.
Environment: Same as the base creature plus underground.
Skills
Level Adjustment: Same as the base creature +1.
Creature Type Skill Points
Aberration
Animal
(2 + Int modifier, minimum 1) x (HD +3)
(2 + Int modifier, minimum 1) x (HD +3)
Cave Creature Characters
Construct (2 + Int modifier, minimum 1) x (HD +3) A cave creature favors whichever class the base creature does. Most
Dragon (6 + Int modifier, minimum 1) x (HD +3) cave creatures prefer to remain underground and travel on the surface
Elemental (2 + Int modifier, minimum 1) x (HD +3) only when it’s dark. Some cave creatures exit their homes at night to
explore, only to become bewildered at a sunrise they were didn’t expect.
Celestial-Blessed Creature
A prophet imbued with miraculous power, a child protected by angels, or a paladin willing to endure capture by fiends—any of these
beings could be celestial-blessed. A celestial-blessed creature is inhabited by a celestial that has willingly given up its form and its powers
to imbue a fortunate mortal with divine grace. Gods or more powerful celestials sometimes command celestials to grant this boon, but
some do so of their own free will.
A celestial can merge with a chosen mortal only if both are willing (that is, not compelled by magic or force) and of good alignment. The
process requires that both remain conscious and in physical contact for one hour. Otherwise, the merging fails and cannot be attempted
again that day.
A celestial might choose to give up its form and free will for any of several reasons. Imbuing a mortal creature with its essence allows
great deeds of heroism to be accomplished without obvious celestial interference in mortal affairs. A god might wish to make a mortal
its messenger but provide it with celestial protection. A celestial might use this technique to go where it otherwise could not, since it is
undetectable by all but the most powerful magic when inhabiting another creature. It might also use this technique to evade pursuers.
Once it has occupied a creature, a celestial can neither leave of its own volition nor make its presence known. Only the host’s death or a
special ritual involving powerful magic of the abjuration school can release it. A celestial often insists anyone it intends to bless agree to
a limited term of service, after which the blessed creature will undergo the Ritual of Release. But the celestial has no power to enforce
such an agreement once it has merged with a mortal, and some celestial-blessed creatures enjoy their powers so much that they refuse the
ritual when the time comes. A few even succumb to the temptation to use their divine abilities for unwholesome ends. The possibility of
inhabiting a creature that has turned evil makes many celestials loath to merge with mortal creatures.
A celestial’s presence can have physical effects on the mortal creature with which it merges. A creature inhabited by a lantern archon, for
example, often loses pigmentation in its hair, skin, and eyes, and its whole body becomes paler. A hound-archon-blessed creature grows more
hair, and the limbs of a creature joined with an avoral grow longer. If a leonal agreed to inhabit a mortal, its hair might grow into a mane. A
ghaele-blessed creature’s eyes are usually opalescent white, while the hair of a bralani-blessed creature always seems tousled by a light breeze.
Small patches of feathers often grow from the back of a creature inhabited by a trumpet archon. Creatures that merge with astral devas
usually have unblemished skin, planetar-blessed creatures typically become bald, and solar-blessed creatures generally have topaz eyes.
Celestial-Blessed Creature
(or be destroyed, if it is an undead or a construct). If
attacks with a natural or manufactured weapon deals 1d6
used against a living creature, this attack is considered
points of extra damage to a creature of evil alignment. All of
a death effect. If the attack misses or the solar-blessed
its natural and manufactured weapons are treated as magic
creature does not make the attack within 1 round of
and good-aligned for the purpose of overcoming damage
imbuing the ranged weapon with power, that daily use
reduction.
of the ability is wasted.
Celestial Attack: The exact celestial attack
Trumpet Archon: Clarion Call (Su): A trumpet-
bestowed depends on the kind of celestial
archon-blessed creature can make a loud, trumpet
that blessed the base creature with its power,
like sound once per day. Every creature within 30 feet
as follows.
of it must succeed on a Fortitude save (DC 10 + 1/2
Astral Deva: Stunning Strike (Su): Five times celestial-blessed creature’s character level + celestial-
per day as a free action, an astral-deva- blessed creature’s Cha modifier) or be paralyzed for
blessed creature can imbue a single melee attack 1d4 rounds. Clarion call is a sonic, mind-affecting
with stunning power. The player must declare the effect.
use of this ability before making the attack roll. A
Special Qualities: A celestial-blessed creature retains all the base
creature damaged by such an attack must succeed on a
creature’s special qualities and gains those described here.
Fortitude saving throw (DC 10 + 1/2 celestial-blessed
creature’s character level + celestial-blessed creature’s Blessed (Su): A celestial-blessed creature has a +1 morale
Con modifier) or be stunned for 1d6 rounds. If the bonus on all attack rolls and saving throws.
attack misses or the astral-deva-blessed creature does
Heavenly Health (Ex): A celestial-blessed creature gains a
not make the attack within 1 round of imbuing the
+2 resistance bonus on Fortitude saves against poison and
melee weapon with power, that daily use of the ability
petrification.
is wasted.
Inhabited (Ex): Each celestial-blessed creature is inhabited
Avoral: Lightning Bolt (Sp): Three times per day, an
by a specific celestial. Although the celestial is aware of the
avoral-blessed creature can use lighting bolt, as the
actions and perceptions of the creature it inhabits, it can
spell (caster level equals celestial-blessed creature’s
character level).
Bralani: Wind Wall (Sp): At will, a bralani-blessed creature
can use wind wall, as the spell (caster level equals
celestial-blessed creature’s character level).
Ghaele: Fear (Sp): Three times per day, a ghaele-blessed
creature can use fear, as the spell (caster level
equals celestial-blessed creature’s character
level).
Hound Archon: Faithful Hound (Sp): Once per day,
a hound-archon-blessed creature can use
faithful watchdog, as the spell (caster level
equals celestial-blessed creature’s character
level).
Lantern Archon: Searing Light (Sp): Three times
per day, a lantern-archon-blessed creature
can use searing light (caster level equals
celestial-blessed creature’s character
level [minimum 2nd]).
Leonal: Pounce (Ex): If a leonal-blessed
creature charges a foe, it may make a full
attack even though it has moved, so long
as it attacks with only natural weapons or
unarmed strikes.
Planetar: Flame Strike (Sp): Once per day, a
planetar-blessed creature can use flame
strike, as the spell (caster level equals
celestial-blessed creature’s character level).
Solar: Slaying Shot (Su): Once per day as a free action,
a solar-blessed creature can imbue a single ranged
attack with the power to slay the creature it
strikes instantly. The player must declare the use of
this ability before making the attack roll. A creature 39
take no actions on its own behalf, nor can it communicate decides how many of its daily allotment of points to
with the creature. It can neither exit the creature nor rescind use as damage after successfully touching such a target.
its blessing in whole or in part.
Bralani: Gust of Wind (Sp): At will, a bralani-blessed creature
Celestial-Blessed Creature
While merged with a celestial-blessed creature, the celestial can use gust of wind, as the spell (caster level equals
cannot be located or detected by any means. It cannot be celestial-blessed creature’s character level).
targeted by any spells or effects, except as noted in the
Ghaele: Cold Resistance (Ex): A ghaele-blessed creature gains
description of the spell vulnerability special quality. Detection
cold resistance 10.
spells register only the celestial-blessed creature’s alignment,
location, aura, magic, or other qualities. A properly worded Hound Archon: Scent (Ex): A hound-archon-blessed creature
wish or miracle spell can reveal the presence of the celestial can detect approaching enemies and sniff out hidden
only if the caster knows its true name. If the celestial-blessed foes by sense of smell alone. See the MM for details
creature is killed while the celestial inhabits it, the latter is of this quality.
instantly returned to its home plane. For one year thereafter,
it automatically returns to its native plane 1 round after it Lantern Archon: Light (Sp): At will, a lantern-archon-blessed
leaves—whether its departure was intentional or not. creature can use light, as the spell (caster level equals
celestial-blessed creature’s character level).
Resistance to Electricity (Ex): A celestial-blessed creature
gains electricity resistance 20. Leonal: Cure Serious Wounds (Sp): Three times per day, a
leonal-blessed creature can use cure serious wounds, as
Spell Vulnerability (Ex): Certain powerful spells have special the spell (caster level equals celestial-blessed creature’s
additional effects against celestial-blessed creatures. These character level).
spells must first overcome the celestial’s spell resistance (if
any) to have any effect. Planetar: Fast Healing (Ex): A planetar-blessed creature has
fast healing 2.
A celestial-blessed creature subjected to a dismissal or dispel
good spell must succeed on a Will saving throw or lose all Solar: Discern Lies (Sp): Three times per day, a solar-blessed
the modifications bestowed by the celestial-blessed template creature can use discern lies, as the spell, (caster level
for a number of rounds equal to the opponent’s caster level. equals celestial-blessed creature’s character level).
A celestial-blessed creature subjected to a banishment spell Trumpet Archon: Message (Sp): At will, a trumpet-archon-
must succeed on a Will saving throw or lose the template blessed creature can use message, as the spell (caster
until again blessed by a celestial creature. Failure returns level equals celestial-blessed creature’s character
the celestial to its normal form but leaves it lying helpless level).
and unconscious adjacent to the creature with which it was Abilities: A celestial-blessed creature’s ability scores change from
previously merged. The amount of time that the celestial the base creature according to the kind of celestial, as given
remains helpless and unconscious depends on the current in the following table.
alignment of the creature from which it was expelled. If that
creature’s alignment is the same as the celestial’s, the latter
is helpless and unconscious for 1 round. For each step by
Abilities
which the base creature’s alignment differs from that of the Celestial Str Dex Con Int Wis Cha
celestial, the celestial remains unconscious and helpless for
1d4 rounds. Thus, a lawful good solar inhabiting a creature Astral deva +2 +2 +2 +2 +2 +2
that has turned chaotic evil would lie unconscious and Avoral +2 +2 +0 +2 +2 +2
helpless for 4d4 rounds (two steps away on the lawful- Bralani +2 +2 +2 +2 +2 +2
chaotic axis and two steps away on the god-evil axis). If the Ghaele +4 +0 +2 +2 +2 +2
same lawful good solar inhabited a neutral good creature, it Hound archon +2 +0 +2 +0 +2 +0
would be unconscious and helpless for only 1d4 rounds after Lantern archon –2* +2 +0 –2* +2 +0
being expelled (one step away on the lawful-chaotic axis). Leonal +4 +2 +2 +2 +2 +2
Planetar +4 +2 +2 +2 +2 +2
Celestial Quality (Su): The exact celestial quality bestowed Solar +4 +2 +2 +2 +4 +4
depends on the kind of celestial that blessed the base Trumpet archon +2 +2 +0 +2 +2 +2
creature with its power, as follows.
*Minimum 1.
Astral Deva: Improved Uncanny Dodge (Ex): An astral-
deva-blessed creature is never caught flat-footed and Challenge Rating: Same as the base creature +1.
cannot be flanked.
Level Adjustment: The level adjustment depends on the kind of
Avoral: Lay on Hands (Su): An avoral-blessed creature can celestial, as follows: astral deva +2, avoral +3, bralani +2,
heal wounds (its own or those of others) by touch. ghaele +3, hound archon +2, lantern archon +2, leonal +3,
Each day, it can heal a number of hit points of damage planetar +3, solar +3, trumpet archon +2.
equal to its normal (undamaged) hit point total. An
avoral-blessed creature may choose to divide its healing
among multiple recipients, and it doesn’t have to use
Celestial-Blessed Characters
it all at once. Alternatively, the avoral-blessed creature A celestial-blessed creature favors whichever class the base
can use any or all of this healing power to deal damage creature does. Endowing a player character with the celestial-
to undead creatures or other creatures damaged by blessed template should be a major campaign event. No celestial
positive energy. Using lay on hands in his way requires enters this kind of bargain lightly, and full agreement as to the
a successful melee touch attack and doesn’t provoke celestial’s term of service must always be achieved before the
40 an attack of opportunity. The avoral-blessed creature joining occurs.
- Sample Creature: Bryven Nightkirk -
Celestial-Blessed Creature
(Male Hound-Archon-Blessed Half-Elf Paladin 7/Blackguard other creatures he summons using his fiendish summoning ability.
5)/ Medium Humanoid (Good, Half-Elf ) Bryven doesn’t hold back in fights, and he often combines sneak
attack attempts with smite attempts to eliminate foes more quickly.
Hit Dice: 7d10+21 plus 5d10+15 (102 hp)
Initiative: +3 Command Undead (Su): Seven times per day, Bryven Nightkirk
Speed: 30 ft. (6 squares) can command and rebuke undead as a 3rd-level evil cleric.
Armor Class: 20 (+3 Dex, +6 armor +2 improved silent moves mithral
Faithful Hound (Sp): Once per day, Bryven Nightkirk can use
shirt, +1 ring of protection +1), touch 14, flat-footed 17
faithful watchdog, as the spell (caster level 12th).
Base Attack/Grapple: +12/+17
Attack: +1 shock greatsword +19 melee (2d6+8/19–20 plus 1d6 Fiendish Summoning (Sp): Once per day, Bryven Nightkirk can
electricity) or +1 flaming composite longbow (+5 Str bonus) use summon monster I, as the spell (caster level 10th) to call forth
+17 ranged (1d8+6/x3 plus 1d6 fire) an evil creature.
Full Attack: +1 shock greatsword +19/+14/+9 melee (2d6+8/19–20
plus 1d6 electricity) or +1 flaming composite longbow (+5 Str Sacredness (Su): See the celestial-blessed template.
bonus) +17/+12/+7 ranged (1d8+6/x3 plus 1d6 fire) Smite Good (Su): Three times per day, Bryven Nightkirk may
Space/Reach: 5 ft./5 ft. attempt to smite good with one normal melee attack. He adds
Special Attacks: Command undead 7/day, faithful hound, +3 to his attack roll and deals 5 extra points of damage. If Bryven
fiendish summoning, sacredness, smite good 3/day, sneak accidentally smites a creature that is not good, the smite attempt
attack +2d6, spells has no effect but it is still used up.
Special Qualities: Aura of despair, aura of evil, blessed, dark
blessing, detect good, fiendish servant benefits, half-elf traits, Sneak Attack (Ex): Bryven deals 2d6 extra points of damage
heavenly health, inhabited, lay on hands, low-light vision, on any successful attack against flat-footed or flanked targets,
poison use, resistance (electricity 20), scent, spell vulnerability or against a target that has been denied its Dexterity bonus for
Saves: Fort +17, Ref +11, Will +11 any reason. This damage applies to point-blank ranged attacks as
Abilities: Str 20, Dex 17, Con 16, Int 14, Wis 16, Cha 18 well. Creatures with concealment, creatures without discernable
Skills: Bluff +8, Diplomacy +6, Gather Information +6, Hide +20, anatomies, and creatures immune to critical hits are all immune
Knowledge (religion) +6, Listen +8, Move Silently +20, to sneak attacks. Bryven may choose to deliver nonlethal damage
Ride +13, Search +3, Spot +8 with his sneak attack, but only when using a weapon designed for
Feats: Alertness, Cleave, Improved Sunder, Power Attack, Stealthy that purpose, such as a sap (blackjack).
Challenge Rating: 13 Spells: Bryven Nightkirk casts divine spells like a cleric.
Treasure: See Possessions on page 42 Typical Blackguard Spells Prepared (2/2/1, save DC 13 + spell level):
Alignment: Lawful evil 1st—cure light wounds (2); 2nd—darkness, death knell; 3rd—cure
Advancement: By character class serious wounds.
Here is an example of a celestial-blessed creature using a male Aura of Despair (Su): Bryven Nightkirk radiates a malign aura
half-elf paladin 7/blackguard 5 as the base creature. that causes each enemy within 10 feet of him to take a –2 penalty
Bryven Nightkirk met the hound archon that inhabits him while still on all saving throws.
a paladin. At the time, he was new to his order and filled with the Aura of Evil (Ex): Bryven has a strong aura of evil (see the detect
desire to see evil vanquished. Bryven served as scout and squire for a evil spell).
troop of more experienced paladins, and during one mission, he met a
hound archon and freed it from bondage. The grateful hound archon Blessed (Su): See the celestial-blessed template.
offered to bless Bryven with its presence if he agreed to release it after
Dark Blessing (Su): Bryven gains a +3 bonus on all saving throws.
five years. But when the time came, Bryven Nightkirk fled from the
Ritual of Release because he had grown accustomed to the power that Detect Good (Sp): At will, Bryven Nightkirk can use detect good, as
the celestial granted him. Gradually, his selfishness drew him further the spell.
and further from his ideals and he lost his paladin abilities. When he
Fiendish Servant Benefits: Bryven has a fiendish servant named
met a devil that offered to return his powers if he promised to turn
Gnarltooth that grants him the following abilities.
from good, Bryven readily agreed. Since then, he has reveled in his
powers as both a blackguard and a hound-archon-blessed creature. Empathic Link (Su): Bryven Nightkirk has an empathic link
Bryven takes particular pleasure in committing evil acts because he with his servant, Gnarltooh, to a distance of up to 1 mile. Bryven
knows that they cause the hound archon deep sorrow. Nightkirk cannot see through Gnarltooth’s eyes, but he can
communicate empathically. Because of the limited nature of
Bryven Nightkirk is a handsome half-elf with soft black hair and
the link, only general emotional content (such as fear, hunger,
a well-manicured goatee. He wears light armor and carries both a
happiness, curiosity) can be communicated.
composite longbow and a greatsword on his back. Polite and suave,
Bryven has no quarrel with those who do not interfere with his Share Spells (Su): At Bryven Nightkirk’s option, he may have any
plans, but he is ruthless with anyone who crosses him. spell (but not any spell-like ability) he casts on himself also affect
Gnarltooth if the latter is within 5 feet at the time of casting. If
Bryven Nightkirk speaks Celestial, Common, Elven, and Dwarven.
the spell has a duration other than instantaneous, it stops affecting
Gnarltooth if he moves farther than 5 feet away and will not affect
Combat him again even if he returns to Bryven before the duration expires.
Bryven Nightkirk prefers to strike from hiding. In melee, he Additionally, Bryven Nightkirk may cast a spell with a target of
attempts to flank with Gnarltooth, his fiendish servant, and any “You” on Gnarltooth (as a touch range spell) instead of on himself.
41
Bryven Nightkirk and Gnarltooth can share spells even if the Abilities: Str 11, Dex 17, Con 12, Int 6, Wis 12, Cha 4
spells normally do not affect magical beasts. Skills: Climb +11, Hide +10, Listen +4, Move Silently +8, Spot
+4, Swim +11
Half-Elf Traits: Bryven is immune to sleep spells and similar
Feats: Alertness, Stealthy, Weapon FinesseB
magical effects, and he has low-light vision. He also has a +2 racial
bonus on saving throws against enchantment spells or effects, Challenge Rating: —
Clockwork Creature
a +1 racial bonus on Listen, Search, and Spot checks, and a +2 Treasure: None
racial bonus on Diplomacy and Gather Information checks. These Alignment: Lawful evil
bonuses on skills are included in his statistics. Advancement: As fiendish servant
Inhabited (Ex): See the celestial-blessed template. Gnarltooh is Bryven Nightkirk’s fiendish servant. Bryven knows
the fiendish dire rat is a blessing from the devil that recruited him
Lay on Hands (Su): Once per day, Bryven can cure himself or his to the cause of evil, but he suspects that the creature is actually the
fiendish servant of damage equal to his Charisma bonus x5. devil’s spy. Thus, he views Gnarltooth as a bit of a nuisance at best.
Poison Use: Bryven is skilled in the use of poison and never risks Gnarltooh looks like a dog-sized rat. A fringe of stiff black bristles
accidentally poisoning himself when applying poison to a blade. encircles his head and runs down his back in a line.
Resistance to Electricity (Ex): See the celestial-blessed template. Gnarltooth understands Common but cannot speak.
Spell Vulnerability (Ex): See the celestial-blessed template. A
successful use of the banishment spell on Bryven Nightkirk returns Combat
the hound archon to its rightful form but leaves it lying helpless Gnarltooth knows Bryven doesn’t greatly value his assistance or
and unconscious adjacent to him for 2d4 rounds. his life, so he tries to stay out of harm’s way. In combat, he typically
Possessions: +2 improved silent moves mithral shirt, +1 shocking flanks with Bryven Nightkirk and uses the total defense action.
greatsword, +1 flaming composite longbow, ring of protection +1, 2 Disease (Ex): Filth fever—bite, Fortitude DC 11, incubation
doses of black lotus poison. period 1d3 days, damage 1d3 Dex and 1d3 Con.
Bryven Nightkirk’s Fiendish Servant Smite Good (Su): Once per day, Gnarltooth can make a normal
melee attack to deal 1 point of extra damage against a good foe.
Gnarltooth (Fiendish Dire Rat)
Improved Evasion (Ex): If Gnarltooth is subjected to an attack
Small Magical Beast (Augmented Animal, Extraplanar) that normally allows a Reflex saving throw for half damage,
Hit Dice: 3d8+3 (16 hp) he takes no damage on a successful saving throw and only half
Initiative: +3 damage on a failed saving throw.
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 12 Share Saving Throws (Su): For each of his saving throws,
Base Attack/Grapple: +2/–2 Gnarltooth uses either his own base save bonus or Bryven
Attack: Bite +6 melee (1d4 plus disease) Nightkirk’s, whichever is higher. Gnarltooth applies his own ability
Full Attack: Bite +6 melee (1d4 plus disease) modifiers to saves, and he doesn’t share any other bonuses on saves
Space/Reach: 5 ft./5 ft. that Bryven might have (such as from magic items or feats).
Special Attacks: Disease, smite good 1/day
Skills: Gnarltooth gains a +8 racial bonus on Swim checks. The
Special Qualities: Darkvision 60 ft., improved evasion, resistances
fiendish dire rat also has a +8 racial bonus on Climb checks and
(cold 5, fire 5), low-light vision, scent, shared saving throws,
can always choose to take 10 on Climb checks, even if rushed or
spell resistance 6
threatened. Gnarltooth uses his Dexterity modifier instead of his
Saves: Fort +14, Ref +10, Will +8
Strength modifier for Climb and Swim checks.
Clockwork Creature
The clockwork creature whirs to life at the whim of its master. Made of various metals and granted the soul of a monster, this intelligent
construct is designed to resemble a living creature in both form and function. A clockwork creature serves as an intelligent aide, guardian,
or even friend to its creator, or to anyone its creator designates.
A clockwork creature’s body is a complicated construction of gears, wires, chains, and struts, often covered with riveted metal plating to
give it the form of the living creature it mimics. Magic and engineering give a clockwork creature access to the powers of the creature it
resembles, thus enabling its creator to effectively gain the aid of any being desired.
Clockwork Creature
Special Qualities: The clockwork creature retains all the special
For each full round that the key is turned, the clockwork
qualities of the base creature and gains those described
creature can be active for 4 hours (maximum 24 hours). In
here.
most cases, the creator either retains his construct’s key or
Created Mind (Ex): Clockwork creatures know nothing gives it to the clockwork creature so that it can keep itself
when first created, but many are intelligent. On its first running.
day, a clockwork creature functions like any mindless
When the clockwork creature runs down, it becomes
construct, but thereafter its native intelligence comes to
immobile, helpless, and unconscious, and it remains so
the fore, allowing it to reason and improvise. Creators
until wound up again. Anyone can wind up a clockwork
can thus give their clockwork constructs somewhat vague
creature without the key by making a successful Open
commands and allow them to interpret and act on them,
Locks check as a full-round action (DC based on the
secure in the knowledge that their servants will not act in a
quality of lock the creator built into the clockwork
way contrary to their desires.
creature). This technique allows the clockwork creature
Despite a reasoning intelligence, the clockwork creature 4 hours of activity (maximum 24 hours) for each such
remains wholly under the control of its creator and successful check.
does nothing against that individual’s will. Because of a
Abilities: Change from the base creature as follows: Str +4, Dex
special bond formed during its first day, the clockwork
+4, Int –4 (minimum 0), Wis –4 (minimum 1), Cha –4
creature can instinctively detect the location of its creator,
(minimum 1). As a construct, a clockwork creature does
regardless of magical and natural barriers, so long as the
not have a Constitution score.
latter is within 100 feet. This ability prevents anyone from
successfully impersonating the creator within that range. If Skills: A clockwork creature gains skill points for its racial Hit
someone resembling its creator issues an order from more Dice as a construct (2 + Int modifier) x (HD + 3), or 0 if
than 100 feet away, the clockwork creature its Intelligence score is 0. Recalculate its available
might or might not obey, depending on skill points, then purchase its skills afresh, treating
how suspicious it is of the command. the base creature’s skills and any skills in which the
creator has 5 or more ranks as class skills and all
The creator can designate another creature
others as cross-class skills. The clockwork creature
or group of creatures for the clockwork
retains any skill points gained from class levels and
creature to obey, but the creator’s commands
any racial bonuses the base creature has.
always take precedence over those of other
designated commanders. If the clockwork creature has Due to its innate understanding of its own being, a
an Intelligence score of 3 or higher, it continuously clockwork creature gains a +5 racial bonus on Craft
watches designated commanders for signs that they are (armorsmithing), Craft (weaponsmithing), and Disable
commanding it against its creator’s intent. Should such a Device checks. It can use these skills as though trained,
situation occur, the clockwork creature acts loyally instead. even if it has no ranks in them. However, the clockwork
A clockwork creature with an Intelligence of 12 or higher creature takes a –2 penalty on Move Silently checks
automatically knows when its creator is being forced to act because its internal mechanisms constantly click and whir
against his own wishes through mental control or other while it functions.
coercion, physical or mental. In such a case, the clockwork
Languages: A clockwork creature that is intelligent enough to
creature improvises a way to attain its creator’s true goals
speak languages speaks those that its creator teaches it.
without allowing harm to come to him. In the absence
Orders from its creator are heeded regardless of language,
of any commands from its creator, a clockwork creature
but a clockwork creature must understand the language of
follows the last commands it received. If it knows its
another commander to follow her orders. If it does not, it
creator is dead, it attempts to achieve his goals to the best
simply obeys the last orders of its creator.
of its ability.
Environment: Same as creator.
Hardness (Ex): A clockwork creature has a hardness of 10.
This quality functions like object hardness, even though a Organization: Solitary, pair, or gang (3–4).
clockwork creature is not an object.
Challenge Rating: Same as the base creature +2.
Metal Body (Ex): Beneath its skin, a clockwork creature is
largely composed of metal. It counts as a ferrous creature Alignment: Always neutral.
for the purpose of rusting grasp and other spells that have Level Adjustment: Same as the base creature +4.
special effects on metal.
Resistances (Ex): A clockwork creature has resistance 10 to
acid, cold, and fire.
Creating a Clockwork Creature
Clockwork creatures are created like golems. Because it is composed
Vulnerability to Electricity (Ex): Because the delicate of various metals and composite materials, a clockwork creature
interior mechanisms of a clockwork creature are weighs nearly twice what the base creature does.
particularly vulnerable to electricity damage, it takes
double damage from electricity on a failed save and half Creating a clockwork creature costs 800 times its CR in gold pieces.
damage on a successful save. If the base creature is immune Assembling the body requires a successful Craft (armorsmithing)
43
and Craft (weaponsmithing) check (DC 20 for both), the Craft
Construct feat, and the ability to cast arcane or divine spells. Clockwork Characters
The level of the clockwork creature’s creator must equal or exceed A clockwork character favors whichever class the base creature does.
the CR of the clockwork creature +4. Completing the ritual drains Such a character can be introduced into a campaign in a number of
a number of XP equal to the clockwork creature’s creation cost ways. The lifespark template (see page 159) allows a clockwork creature
Clockwork Creature
divided by 25, and it requires the spells geas/quest, limited wish, to become part of any adventuring party. Also, a character might create
polymorph any object, and resist elements. a clockwork creature as a cohort under another player’s control.
Creature Swarm
“Creature swarm” is an inherited template that can be added to any Damage: A creature swarm deals damage according to its Hit
corporeal creature (referred to hereafter as the base creature). Dice, as given on the following table. Strength modifiers do
not apply to this damage.
A creature swarm uses all the base creature’s statistics and special
abilities except as noted here.
Size and Type: Type is unchanged, but the creature
Damage
gains the swarm subtype (see MM). Swarm HD Damage for Swarm Attack
Medium or smaller Fine If the base creature’s natural or unarmed attacks are
Large or Huge Diminutive considered aligned or magical, or have some other quality
Gargantuan or Colossal Tiny that can overcome damage reduction, the damage for the
swarm attack has the same effect. If the base creature’s
Armor Class: The base creature’s size modifier to AC is replaced natural attacks also deal energy damage, ability damage,
by the appropriate modifier for the creature swarm’s size poison, disease, paralysis, or some other special effect, the
category. In addition, because the individual creatures in damage for the swarm attack has the same effect, and the
the swarm are smaller than the base creature, the swarm has damage (if any) is the same.
a lower natural armor bonus than the base creature does
Space/Reach: A creature swarm occupies a square (if composed
(minimum +0). A swarm does not use equipment and does
of nonflying creatures) or a cube (if composed of flying
not benefit from armor or shields. The changes to both
creatures) 10 feet on a side. Its reach is 0 feet. A swarm does
natural armor bonus and size bonus are summarized on the
not threaten creatures in its square and cannot make attacks
following table.
of opportunity with its swarm attack.
Armor Class Special Attacks: A creature swarm loses any special attacks
that rely on the base creature’s size, strength, weapons, or
Base Creature Swarm Natural Armor Size Bonus reach, including grappling, rending, bull rushes, overruns,
Size Size Bonus Decrease to AC or trampling. It retains all the base creature’s ranged and
Fine Fine — +8 area special attacks except those that rely on manufactured
Diminutive Fine — +8 weapons, and it also gains the one described here.
Tiny Fine — +8 Though special attacks such as breath weapons, spell-like
Small Fine — +8 abilities, or hurled natural weapons (a manticore’s spikes,
Medium Fine — +8 for example) originate from all or most of the creatures
Large Diminutive –2 +4 that make up the swarm, their parameters (range, area, and
Huge Diminutive –5 +4 so on) are identical to those of the base creature’s attack.
Gargantuan Tiny –9 +2 Damage for all special attacks remains the same as for the
Colossal Tiny –14 +2 base creature.
Base Attack/Grapple: The creature swarm retains the base attack Distraction (Ex): Any living creature vulnerable to the
bonus of the base creature, but it cannot grapple (see the creature swarm’s damage that begins its turn with a
description of the swarm subtype). creature swarm in its square is nauseated for 1 round. A
Fortitude saving throw (DC 10 + 1/2 creature swarm’s
Attack and Full Attack: The swarm loses any melee or ranged character level + creature swarm’s Con modifier) negates
attacks that the base creature has because creatures with the effect. Even with a successful save, spellcasting or
the swarm subtype don’t make standard melee or ranged concentrating on spells within the area of a creature
attacks. Instead, they deal automatic damage to any creature swarm requires a Concentration check (DC 20 + spell
whose space they occupy at the end of their move (no attack level). Using skills requiring patience and concentration
roll needed). Such swarm attacks are not subject to a miss requires a Concentration check (DC 20). The save DC is
chance for concealment or cover. Constitution-based.
45
Special Qualities: A creature swarm such as many evocation spells or grenadelike weapons. If the
retains all the base creature’s special area attack does not allow a saving throw, the swarm takes
qualities and gains those double damage instead.
described here. The parameters
Creature swarms made up of Diminutive or
of the special qualities (range,
Fine creatures are susceptible to high winds,
area, and so on) retained from
such as those created by a gust of wind spell.
the base creature remain the
For the purpose of determining the effects
Creature Swarm
same.
of wind on a creature swarm, treat it as a
Hive Mind (Ex): If the base creature of the same size as its
creature has an Intelligence constituent creatures. Wind
score of 3 or higher, effects deal 1d6 points of
the creature swarm nonlethal damage to the
has a hive mind. swarm per spell level (or
So long as it has Hit Die of the originating
at least 1 hit point creature, in the case of
per HD, it retains effects such as an air
its Intelligence score, elemental’s whirlwind).
but if its hit points fall
A swarm
below that number,
rendered unconscious
it becomes
by nonlethal damage
mindless. As a
becomes disorganized
mindless creature,
and dispersed. It does
it becomes immune
not reform until its hit points
to mind-affecting
exceed its nonlethal damage.
effects.
Abilities: Change from the
Swarm Traits: A creature
base creature according to
swarm has no clear front
the following table.
or back and no discernable
anatomy, so it is not subject Abilities
to critical hits or flanking. A creature swarm made up of
Tiny creatures takes half damage from slashing and piercing Base Creature Size Swarm Size Str Dex Con
weapons, and one composed of Fine or Diminutive creatures
Fine Fine — — —
is immune to all weapon damage.
Diminutive Fine — +2 —
Reducing a creature swarm to 0 or fewer hit points causes it Tiny Fine –2* +4 —
to break up, though damage taken until that point does not Small Fine –6* +6 —
degrade its ability to attack or resist attack. Creature swarms Medium Fine –10* +8 –2*
are never staggered or reduced to a dying state by damage. Large Diminutive –18* +8 –6*
Also, they cannot be tripped, grappled, or bull rushed, and Huge Diminutive –26* +8 –10*
they cannot grapple another. Gargantuan Tiny –32* +8 –14*
Colossal Tiny –40* +8 –18*
A creature swarm is immune to any spell or effect that
targets a specific number of creatures (including single- *Minimum 1.
target spells such as disintegrate), with the exception of
Feats: Same as the base creature, but feats from which the creature
mind-affecting effects if the swarm has an Intelligence score
swarm can no longer benefit may be replaced with more
and a hive mind. A creature swarm takes a –10 penalty on
appropriate choices.
saving throws against spells or effects that affect an area,
46
Challenge Rating: The creature swarm’s CR is the same as
the base creature’s unless the application of the template Creature Swarm Characters
removed many of its special attacks. Consider also how the A creature swarm favors whichever class the base creature does. A
swarm subtype affects combat, and pay special attention to creature swarm makes for a very strange PC, and the presence of
the fact that the swarm subtype grants immunity or half such a character in a campaign is likely to cause questions about
damage from weapon attacks. Such considerations might be rules that the DM has never had to answer before. A creature
grounds for increasing the creature swarm’s CR. swarm PC should be used only when the DM is experienced
Creature Swarm
Treasure: None. Creatures with the swarm subtype do not use with the swarm subtype, and it might be good to run a few
equipment. experimental sessions before committing to the idea.
Incorporeal Swarms?
If the idea of a swarm of tiny ghosts appeals to you, you can use this template to create that effect. Just apply the template to a
corporeal creature, then apply another template that grants the base creature the incorporeal subtype.
47
Crystal Creature
Horrors spread on the wings of plague, the beautiful and terrible crystal creatures inspire awe and fear in all who view them. These
creatures are generated by brilliant pestilence, an insidious disease created by an evil god on the Elemental Plane of Earth.
Crystal Creature
A crystal creature looks much like it did before its infection, but every muscle and organ of its body has been transformed into clear
crystal. Through crystalline skin and bone, a faceted heart is visible, pumping translucent blood that refracts light and makes the creature
glow from within. Under light as dim as a candle or as bright as the sun, a crystal creature shines with such brilliance that it dazzles and
blinds other creatures.
Crystal creatures are driven to spread the disease that created them. Creatures infected on the Elemental Plane of Earth are set lose
on the Material Plane to spread their transforming affliction. When enough creatures are converted into crystal creatures, the god that
created the disease will transfer its essence to the Material Plane and establish its domination of the world.
Crystal Creature
creature knows.
amplification increases the saving throw DC for the crystal
creature’s blinding gaze attack by +2. This increase stacks with Challenge Rating: Same as the base creature +1.
those from light effects.
Alignment: Always neutral evil. A creature that succumbs to brilliant
Low-Light Vision (Ex): A crystal creature sees twice and a pestilence becomes obsessed with spreading the disease to
human in torchlight, moonlight, starlight, and other low- others and hates all creatures not related to elemental earth.
light conditions.
Level Adjustment: Same as the base creature +3.
Resistances (Ex): A crystal creature has resistance 10 to acid,
cold, electricity, and fire.
Crystal Characters
Vulnerability to Sonic (Ex): A crystal creature’s body is
Because crystal creatures are always neutral evil, characters of certain
especially vulnerable to sonic attacks. It takes double
classes lose their class abilities upon gaining this template. Clerics
damage from a sonic attack on a failed save and half damage
who become crystal creatures lose their ability to turn and destroy
on a successful save.
undead but gain the ability to rebuke and command undead. Crystal
Abilities: Change from the base creature as follows: Str +2, Dex creature clerics may choose to worship an evil deity of elemental
+4, Con +2, Int –4 (minimum 0). Crystal creatures reduced earth and gain access to the Earth, Evil, and Sun domains. At the
to 0 Intelligence are mindless, like oozes. They do not GM’s option, PCs turned into crystal creatures could remain under
become comatose, but they use no strategy and seek only to the control of their players. A PC crystal creature might change her
infect others with brilliant pestilence. As mindless creatures, alignment to neutral rather than neutral evil, or perhaps a wish or
they are immune to all mind-affecting effects. miracle spell could change her alignment.
Environment: Warm aquatic Blinding Gaze (Su): DC 10 Fortitude save; see the crystal
Organization: Solitary creature template.
Challenge Rating: 3 Blood Frenzy (Ex): Once per day, a crystal sahuagin that takes
Treasure: Standard damage in combat can fly into a frenzy in the following round,
Alignment: Always neutral evil clawing and biting madly until either it or its opponent is dead. It
Advancement: 3–5 HD (Medium); 6–10 HD (Large); or by gains a +2 bonus to both Strength and Constitution and takes a –2
character class penalty to Armor Class. A crystal sahuagin cannot end its frenzy
Level Adjustment: +5 voluntarily. 49
While a crystal sahuagin rages, use the following statistics: HD Immunities (Ex): See the crystal creature template.
2d8+6; hp 15; AC 20, touch 11, flat-footed 17; Grp +6; Atk +6
Light Amplification (Ex): See the crystal creature template.
melee (1d4+4 plus disease, 2 claws) and +4 melee (1d4+2 plus
disease, bite) or +6 melee (1d8+6, trident) and +4 melee (1d4+2 Speak with Sharks (Ex): Crystal sahuagin can communicate
plus disease, bite) or +5 ranged (1d10/19–20, heavy crossbow); SV telepathically with sharks up to 150 feet away. This communication is
Fort +5,; Str 18, Con 16; Swim +12. limited to simple concepts such as “food,” “danger,” and “enemy.” Crystal
sahuagin can use the Handle Animal skill to befriend and train sharks.
Crystal Creature
Demon-Possessed Creature
nearby living creature. Typically, a crystal shark moves in swiftly and
Immunities (Ex): See the crystal creature template.
bites one creature two or three times before moving on to find another
creature to infect with brilliant pestilence. Such attacks usually kill Keen Scent (Ex): A crystal shark can notice creatures by scent in a
smaller creatures, but larger ones often escape. Those that do not 180-foot radius and detect blood in the water at ranges of up to 1 mile.
become prey for normal sharks and underwater predators while the
disease immobilizes them become crystal creatures themselves. Light Amplification (Ex): See the crystal creature template.
Blinding Gaze (Su): DC 7 Fortitude save; see the crystal creature Vulnerability to Sonic (Ex): See the crystal creature template.
template. Skills: A crystal shark has a +8 racial bonus on any Swim check
Dazzling From (Ex): See the crystal creature template. to perform some special action or avoid a hazard (included in the
bonus above). It can always choose to take 10 on a Swim check,
Disease (Su): DC 15 Fortitude save; see the crystal creature template. even if distracted or endangered. It can use the run action while
swimming, provided it swims in a straight line.
Blindsense (Ex): A crystal shark can locate creatures underwater
within a 30-foot radius. This ability works only when the crystal *Because of its transparent body, a crystal creature loses any bonus
shark is underwater. that the base creature may have had on Hide checks because of
coloration. It gains a +4 racial bonus on Hide checks when its light
Elemental Traits: A crystal shark has immunity to poison, sleep
amplification ability is not causing it to project light.
effects, paralysis, and stunning. It is not subject to critical hits or
Demon-Possessed Creature
No evil is as terrible as one having the outward form of goodness. Demons can cavort in the skins of mortal creatures and cause havoc
while disguised by the flesh of virtue. While in the guise of a mortal, a demon can convert the weak-willed to evil and provide power and
counsel to other mortal pawns while gleefully using the mortal body as a shield against attack.
A demon’s presence can have a variety of physical effects on the mortal creature it possesses. Glowing eyes, bristly hair, warts, boils, scars,
long nails, and twisted limbs can all be signs of demon possession, as can more obvious characteristics, such as bulging muscles and
flaming-red skin. Many demon-possessed creatures, however, show no outward sign at all.
Demons possess mortal creatures for countless reasons, and their chaotic nature makes patterns of behavior difficult to determine. They
enjoy corrupting goodness and helping evil creatures, but many also use possession to hide from pursuit or to acquire protection. For
example, a demon in combat might possess a foe to make itself a difficult target for the other members of the group.
Hezrou: Spell-Like Abilities: 3/day—gaseous form. Caster level Succubus: Spell-Like Abilities: 1/day—charm monster, detect
equals hezrou-possessed creature’s character level. thoughts, suggestion. Caster level equals succubus-
possessed creature’s character
Marilith: Spell-Like
level. The save DCs are
Abilities:
Charisma-based.
1/day—align
weapon, blade Vrock: Spell-Like Abilities: 2/
barrier, magic day—mirror image; 1/day—
weapon. Caster heroism. Caster level equals
level equals vrock-possessed creature’s
marilith- character level.
possessed
Profane (Su): Each of a
creature’s
demon-possessed creature’s
character level.
melee attacks with a natural
The save DCs
or manufactured weapon
are Charisma-
deals +1d6 points of extra
based.
damage to a creature of good
Nalfeshnee: Smite alignment. All of its natural
(Su): Three and manufactured weapons
times per day, are treated as magic and
a nalfeshnee- evil-aligned for overcoming
possessed damage reduction.
creature can
Special Qualities: A
cause a burst of
demon-possessed creature
unwholesome,
retains all the base creature’s
multicolored
special qualities and gains
light to explode
those described here.
from its body
in a 60-foot Damage Reduction (Su):
radius. Every The demon-possessed
creature other creature gains damage
than a demon reduction 10/cold iron.
in this area
must succeed Possessed (Su): Each
on a Will saving demon-possessed creature
throw (DC 10 + is inhabited by a specific
1/2 nalfeshnee- demon. The demon can
possessed creature’s character level + nalfeshnee- neither control the possessed creature nor read its mind,
possessed creature’s Cha modifier) or be dazed for and it perceives only what the possessed creature does. The
1d10 rounds. The nalfeshnee-possessed creature is possessed creature’s alignment changes to chaotic evil until
immune to this effect. the possession ends.
Quasit: Spell-Like Abilities: At will—detect good, detect magic; The demon is in constant telepathic communication with
2/day—invisibility. Caster level equals quasit- the possessed creature, imparting its thoughts and desires
possessed creature’s character level. regardless of language. To gain the possessed creature’s
cooperation, the demon usually offers telepathic suggestions
Retriever: Improved Grab (Ex): To use this ability, a that it thinks a chaotic evil creature might find appealing.
retriever-possessed creature must hit a creature of any
size with a natural attack. It can then attempt to start While possessing another creature, the demon does not have
a grapple as a free action without provoking an attack access to any of its supernatural, spell-like, or extraordinary
52 of opportunity. abilities. It cannot cast spells or take purely mental actions
beyond thinking and using Intelligence-based skills. It Reflex save (DC 10 + 1/2 demon-possessed creature’s
cannot be targeted by any spell or effect (except as described character level + demon-possessed creature’s Cha
under spell vulnerability), but it can be detected normally by modifier) to negate this damage. A creature that
Demon-Possessed Creature
divination spells. strikes the babau-possessed creature with an unarmed
attack or natural weapon is also subject to this damage
Damage that harms the possessed creature does not harm
but may attempt a Reflex save at the same DC to
the possessing demon. If the possessed creature dies, the
negate it.
demon appears in its square.
Balor: See Invisibility (Su): A balor-possessed creature
The demon can exit the possessed creature at any time as a
continuously sees invisible creatures and objects as
standard action. When it does so, it appears in the nearest
though with the see invisibility spell (caster level 20th).
available open space.
Spell Resistance (Su): A balor-possessed creature has
Poison Resistance (Ex): A demon-possessed creature gains a
spell resistance equal to 10 plus its character level.
+2 resistance bonus on Fortitude saves against poison.
Bebilith: Scent (Ex): A bebelith-possessed creature can detect
Resistance to Electricity (Ex): A demon-possessed creature
approaching enemies and sniff out hidden foes by sense
has electricity resistance 20.
of smell alone. See the MM for details of this quality.
Spell Vulnerability (Ex): Certain powerful spells have special
Glabrezu: True Seeing (Su): A glabrezu-possessed creature
additional effects against demon-possessed creatures. These
continuously sees as if with the true seeing spell
spells must first overcome the demon’s spell resistance (if
(divine version; caster level 12th).
any) to have any effect.
Hezrou: Resistances (Ex): A hezrou-possessed creature gains
A demon-possessed creature subjected to a dispel chaos or
resistance 10 to cold and fire.
dispel evil spell must succeed on a Will saving throw or lose
all the modifications bestowed by the demon-possessed Marilith: Spell Resistance (Su): A marilith-possessed creature
creature template for a number of rounds equal to the has spell resistance equal to 10 plus its character level.
opponent’s caster level. The demon is immediately ejected
Nalfeshnee: Detection (Su): A nalfeshnee-possessed creature
from the possessed creature’s body and appears in the
continuously detects magic as if with the detect magic
nearest open square.
spell (caster level 12th) and automatically knows the
A demon-possessed creature subjected to a banishment spell alignment of any creature it looks at.
must succeed on a Will saving throw or lose the template
Quasit: Fast Healing (Ex): A quasit-possessed creature gains
until again possessed by a demon. Failure returns the demon
fast healing 2; see the MM for a description of this
to its home plane, as noted in the spell description.
ability.
An antimagic field or any antimagic effect suppresses all
Retriever: Construct-like (Ex): A retriever-possessed creature
the effects of the demon-possessed creature template. It
is immune to critical hits, nonlethal damage, sneak
also prevents the demon from communicating with the
attack damage, and death from massive damage.
possessed creature, using its perceptions, and exiting its body
(unless it dies) for as long as the demon-possessed creature Succubus: Tongues (Su): A succubus-possessed creature can
remains in the antimagic area. speak and understand any spoken language. This
ability does not grant it the ability to read these
In addition, particular spells can affect the weaker demon
languages.
kinds, as noted on the following table. In each case, when
the spell indicated for that demon (or any demon of higher Vrock: Resistances (Ex): A vrock-possessed creature has
CR on the table) targets the demon-possessed creature, resistance 10 to acid, cold, and fire.
the demon is expelled as described for dismissal (above),
assuming that the creature fails any associated saving throw Abilities: A demon-possessed creature’s ability scores change from
and the spell penetrates the demon’s spell resistance. Spells the base creature according to the kind of demon, as given
cast by the possessed creature do not have this effect. in the following table.
Devil-Bound Creature
the quasit can coach it to repeat phrases in Common and Abyssal.
Combat
A quasit-possessed goblin is brave so long as its foes do not wield
cold iron weapons. When confronted with a dangerous enemy, it
often turns invisible and either attacks a less threatening enemy or
flees, allowing its allies to do the fighting.
Spell-Like Abilities: At will—detect good, detect magic; 2/day—
invisibility. Caster level 1st.
Fast Healing (Ex): See the demon-possessed creature template.
Poison Resistance(Ex): See the demon-possessed creature template.
Possessed (Su): See the demon-possessed creature template.
Profane (Su): See the demon-possessed creature template.
Resistance to Electricity (Ex): See the demon-possessed creature
template.
Spell Vulnerability (Ex): Expelled by protection from evil or
protection from chaos; see the demon-possessed creature template.
Skills: A quasit-possessed goblin has a +4 racial bonus on Move
Silently and Ride checks.
Devil-Bound Creature
Demons possess and angels bless, but devils bargain. Of all the outsiders that use the bodies of other creatures, devils reign as the most
accomplished and experienced controllers. For eons, these creatures have been striking bargains and brokering deals with mortals. Their
blood-signed contracts have set countless souls on the path to hell; once a devil’s agreement has been signed, there is no escape. The devil
must have its due, and failure to fulfill the terms of the contract means the mortal’s soul is forfeit.
Barbed devils prey upon mortals who wish to protect other people, objects of importance, or caches of wealth. Their contracts usually
require the signer to guard something of importance to the devil for the same duration as the devil provided protection. A wise mortal
learns as much as possible about what the barbed devil wants him to guard, but invariably the guardianship requires participation in some
unexpected act of evil. Failure to fulfill the contract means the mortal dies and loses his immortal soul.
Bearded devils tempt mortals in need of brute strength. They especially love trading their services to bullied and downtrodden creatures
that desire revenge on their oppressors. Bearded devils enjoy irony as much as other devils do, but their dimwitted nature makes for ham-
handed attempts at the art. Their contracts usually require the signers to oppress and bully others after their own oppressors have been
slain or cowed.
Bone devils concentrate on mortals who wish to spy on others—particularly in order to punish others for breaking laws or taboos. A
bone devil often supports and encourages its target’s feelings of righteousness, exhorting him to take command and solve the “problems”
or punish the “wicked” himself. Contracts written by bone devils often require the signer to support the rule of tyrants, encourage
xenophobia, and ruthlessly enforce adherence to laws.
Chain devils strike bargains with those who feel enslaved, offering freedom and vengeance to mortals who are unlawfully imprisoned or
held captive. Not surprisingly, a chain devil’s contract often demands that the signer enslave others, starting with those she loves most.
Erinyes often deceive their dupes into believing that they are bargaining with celestial beings. Only when the contract is before him does
such a mortal learn of his helper’s true nature. By that time, there is often so much riding on the deal that the mortal is loath to let the
offer slip away.
A hellcat typically follows its chosen target for a few months before revealing itself. The hellcat telepathically offers warnings and advice,
hoping to win over its target with honeyed words and invisible aid. When the mortal has come to rely on the hellcat and needs help
desperately, it proffers its contract.
Horned devils dislike subtlety and deceit, but they too offer contracts that outline the powers they’ll grant to willing creatures. Horned
devils prefer to sign contracts with creatures of similarly warlike bent. They seek out old warriors who wish to prove that their strength 55
has not waned, power-hungry generals, proud but inexperienced youths, and others who seek power through conquest. Horned devils’
contracts are not as specific as those of other devils. Most merely require the signer to advance the devil’s aims at some point in the
future—often when doing so means betraying those they hold dear.
Ice devils always have plans, and their contracts require the signers to aid such plans in any number of ways. They always seem to offer
Devil-Bound Creature
contracts reluctantly, as though doing so is a distasteful option they are forced to make available. In truth, however, their offers are usually
part of some larger strategy that has been in motion for months or even years beforehand. Ice devils often disguise their brilliance because
they prefer to let their victims think themselves smarter and cleverer than any devil.
Imps are weak devils that strike correspondingly weak bargains. The recompense they require for the meager powers they grant often
seems trivial. But what might seem more like a prank than an act of evil always has unforeseen consequences—unforeseen to everyone
except the imp, that is.
Lemures are the weakest devils. As mindless creatures, they can offer no contracts.
Pit fiends, the rulers of devilkind, prepare the most subtle and convoluted contracts. They offer great power, and they know better than
to make it seem as though they offer it for nothing. A pit fiend’s contract often requires several tasks of the signer, many of which seem
unreasonable. The pit fiend at first acts as though the contract is immutable, but with a great show of reluctance and regret, it “lets slip”
that bargaining is possible. After much haggling, the pit fiend strikes several tasks, then grudgingly offers the revised contract for signing,
all the while secretly gleeful that the remaining tasks—its true desires—have stayed on the table.
Devil-Bound Creature
described in that book in conjunction with the Demon-Possessed and Devil-Bound templates. Demons with the qlippoth subtype and
non-unique demons function as other demons in regard to the Demon-Possessed template. Non-unique devils function like other devils
for the Devil-Bound template. Daemons may select a template according to their role. Watchers function as devils, whisperers function as
demons, and mercenaries and independents cannot use either template. When modifying templates for these fiends, consider each on a
case-by-case basis. Refer to the MM fiends for guidelines when determining ability score modifiers, special attacks, and special qualities.
a standard action, the chain-devil-bound creature Spell-Like Abilities: 3/day—fly, slow; 1/day—cone of
can target a single opponent within 30 feet with its cold, ice storm, greater teleport (self plus 50 pounds
unnerving gaze. The target must succeed on a Will of objects only), persistent image, unholy aura, wall
save (DC 10 + 1/2 devil-bound creature’s character of ice. Caster level equals ice-devil-bound creature’s
level + devil-bound creature’s Cha modifier) or take a character level. The save DCs are Charisma-based.
–2 penalty on attack rolls for 1d3 rounds.
Imp: Spell-Like Abilities: At will—detect good, detect magic,
Erinyes: Spell-Like Abilities: At will—minor image; 3/day— invisibility (self only); 1/day—suggestion. 1/week—
charm monster; 1/day—greater teleport (self plus 50 commune. Caster level equals imp-bound creature’s
pounds of objects only), charm monster. Caster level character level. The save DCs are Charisma-based.
equals erinyes-bound creature’s character level. The
Pit Fiend: Disease (Su): A pit-fiend-bound creature can spread
save DCs are Charisma-based.
devil chills (see Disease in the DMG) at will with a
Hellcat: Improved Grab (Ex): To use this ability, a hellcat- successful melee touch attack. The creature touched
bound creature must hit a creature of any size with a must succeed on a Fortitude save (DC 10 + 1/2
natural attack. It can then attempt to start a grapple pit-fiend-bound creature’s character level + pit-fiend-
as a free action without provoking an attack of bound creature’s Con modifier) or contract the disease.
opportunity.
Fear Aura (Su): At will, a pit-fiend-bound creature can
Pounce (Ex): If a hellcat-bound creature charges, it radiate a fear aura in a 20-foot-radius as a free action.
can make a full attack even though it has moved. Every creature in the area must succeed on a Will save
(DC 10 + 1/2 devil-bound creature’s character level +
Horned Devil: Fear Aura (Su): At will, a horned-devil-bound
devil-bound creature’s Cha modifier) or be affected as
creature can radiate a fear aura in a 5-foot radius as a
free action. Every creature in the area must succeed on a
Will save (DC 10 + 1/2 horned-devil-bound creature’s
character level + horned-devil-bound creature’s Cha
modifier) or be affected as though by a fear spell (caster
level equals horned-devil-bound creature’s character
level). Devils are immune to this aura.
Spell-Like Abilities: 3/day—dispel chaos, dispel good,
fireball, lightning bolt, magic circle against good, greater
teleport (self plus 50 pounds of objects only), persistent
image. Caster level equals horned-devil-bound creature’s
character level). The save DCs are Charisma-based.
Stun (Su): Whenever a horned-devil-bound creature
strikes a flanked foe or one that is denied its Dexterity
bonus, the opponent must succeed on a Fortitude
save (DC 10 + 1/2 horned-devil-bound creature’s
character level + horned-devil-bound creature’s
Str modifier) or be stunned for 1d4 rounds.
Ice Devil: Fear Aura (Su): At will, an ice-devil-
bound creature can radiate a
fear aura in a 10-foot-radius
as a free action. Every
creature in the area
must succeed
on a Will save
(DC 10 + 1/2
ice-devil-bound
creature’s character level + ice-devil-bound creature’s
Cha modifier) or be affected as though by a fear spell
(caster level equals ice-devil-bound creature’s character
level). Devils are immune to this aura.
57
though by a fear spell (caster level equals pit-fiend-bound action. This ability functions like a polymorph spell cast
creature’s character level). Devils are immune to this aura. on itself (caster level 12th), except that an imp-bound
creature does not regain hit points for changing form
Spell-Like Abilities: 3/day—blasphemy, create undead,
and cannot take a form of a different size.
fireball, greater dispel magic, greater teleport (self plus 50
Devil-Bound Creature
pounds of objects only), invisibility, magic circle against Pit Fiend: Regeneration (Ex): A pit-fiend-bound creature has
good, persistent image, unholy aura. Caster level equals regeneration 5. It takes normal damage from silvered
pit-fiend-bound creature’s character level. The save weapons, good-aligned weapons, and spells or effects
DCs are Charisma-based. with the good descriptor.
Special Qualities: A devil-bound creature retains all the base Immunity to Fire and Poison (Ex): A devil-bound creature is
creature’s special qualities and gains those described here. immune to fire and poison.
Contract Bound (Ex): A devil-bound creature has signed a Resistances (Ex): A devil-bound creature gains resistance 10
contract of service in return for the abilities granted by this to acid and cold.
template. The devil must reveal its nature when the contract is
Abilities: A devil-bound creature’s ability scores change from the
offered, and it cannot hide the details of the contract in any way.
base creature according to the kind of devil with which it
The exact conditions of the contract vary with the individual contracted, as given in the following table.
devil, but all require that when the devil has accomplished
certain goals or when a certain amount of time has passed, Abilities
the signer must perform a specific task or set of tasks for the
devil that offered the contract. The signer might or might Devil Str Dex Con Int Wis Cha
not be granted the powers of the devil-bound template while
Barbed devil +4 +4 +4 +0 +0 +0
completing the devil’s tasks. If the signer fails to complete the
Bearded devil +2 +2 +2 –2* +0 +0
tasks as specified in the contract, its soul appears as a gem in
Bone devil +4 +4 +4 +0 +0 +0
the devil’s possession (as though the signer were the target of a
Chain devil +2 +2 +2 –2* +0 +0
soul bind spell), regardless of distance or plane of origin. If the
Erinyes +4 +4 +4 +0 +2 +4
devil is dead and the signer dies before completing her tasks,
Hellcat +4 +4 +2 +0 +0 +0
her soul is destroyed, and she cannot be brought back to life by
Horned devil +6 +4 +4 +0 +2 +4
any means. No magic can free a creature from a devil’s contract;
Ice devil +4 +4 +4 +4 +4 +4
only the intervention of a deity can break the binding.
Imp +0 +2 +0 +0 +0 +0
Diabolic Quality: The exact diabolic quality bestowed Pit fiend +6 +4 +4 +4 +4 +4
depends on the kind of devil with which the devil-bound
*Minimum 1.
creature contracted, as follows.
Bone Devil: Darkvision (Ex): A bone-devil-bound creature Challenge Rating: The CR increases based on the devil with
has darkvision to a range of 60 feet. which the devil-bound creature contracted, as follows.
Devil-Bound Creature
Hit Dice: 10d8+40 plus 6d10+24 (142 hp)
Initiative: +5
Speed: 30 ft. in full plate (6 squares); base speed 40 ft.
Armor Class: 32 (–1 size, +1 Dex, +7 natural, +10 +2
full plate, +2 profane), touch 12, flat-footed 31
Base Attack/Grapple: +13/+26
Attack: +2 bastard sword +24 melee (2d8+13/17–20) or
javelin +13 ranged (1d8+9)
Full Attack: 2 +2 bastard swords +24/+19/+14 melee
(2d8+13/17–20) or 2 javelins +13 ranged (1d8+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fear aura, spell-like abilities, stun
Special Qualities: Contract bound, immunities
(fire, poison), low-light vision, regeneration 5,
resistances (acid 10, cold 10), superior two-
weapon fighting
Saves: Fort +20, Ref +10, Will +12
Abilities: Str 29, Dex 12, Con 19, Int 8, Wis 12, Cha 15
Skills: Listen +11, Search +1, Spot +14
Feats: Alertness, Cleave, Exotic Weapon Proficiency
(bastard sword), Improved Critical (bastard
sword), Improved Initiative, Iron Will, Power
Attack, Leadership, Weapon Focus (bastard
sword), Weapon Specialization (bastard sword)
Environment: Cold hills
Organization: Solitary or with cohort (ettin, 4th-level
barbarian) and followers (50 1st-level barbarian
orcs, 5 2nd-level barbarian orcs, 3 3rd-level
ranger orcs, 2 ogres, and 1 1st-level fighter ogre)
Challenge Rating: 15
Treasure: Standard (see possessions below)
Alignment: Chaotic evil
Advancement: By character class The horned-devil-bound ettin’s attacks with both natural and
manufactured weapons are treated as evil-aligned for overcoming
Level Adjustment: +11 damage reduction.
Here is an example of a devil-bound creature using a 6th-level Fear Aura (Su): DC 20 Will save, caster level 16th; see the devil-
ettin fighter as the base creature and a horned devil as the devil. bound template.
The horned-devil-bound ettin has designs on a greater role in Spell-Like Abilities: 3/day—dispel chaos (DC 17), dispel good (DC
the world. It has seen the kingdoms of men and giants and wants 17), fireball (DC 15), lightning bolt (DC 15), magic circle against
one for its own. The fact that it must do terrible things to gain good, greater teleport (self plus 50 pounds of objects only), persistent
that power matters little; souls are the concerns of the dead or the image (DC 17). Caster level 16th. The save DCs are Charisma-
dying. based.
The horned-devil-bound ettin has no language of its own but it Contract Bound (Ex): See the devil-bound creature template.
speaks a pidgin combination of Orc, Goblin, and Giant. A creature
that can speak any of these languages must succeed on a DC 15 Regeneration (Ex): See the devil-bound creature template.
Intelligence check to communicate with it. If the other creature Resistances (Ex): See the devil-bound creature template.
speaks two of these languages, the DC is 10, and if it speaks
all three, the DC is 5. Check once for each bit of information. Stun (Su): DC 27 Fortitude save; see the devil-bound creature
Fortunately for the horned-devil-bound ettin, its commands template.
are usually simple and can be communicated via pointing and Superior Two-Weapon Fighting (Ex): A horned-devil-bound
aggressive shouting. ettin fights with a +2 bastard sword or javelin in each hand.
Because each of its two heads controls an arm, the horned-devil-
Combat bound ettin does not take a penalty on attack or damage rolls for
The horned-devil-bound ettin herds its weaker followers before attacking with two weapons.
it into battle to slow and weaken its enemies. While its followers Skills: A horned-devil-bound ettin’s two heads give it a +2 racial
melee with the enemy, it attacks with spells, keeping its cohort bonus on Listen, Spot, and Search checks.
and strongest followers close by as guards. Should its foes come
within melee range, the horned-devil-bound ettin enters combat Possessions: 2 +2 bastard swords, +2 full plate, amulet of natural
fearlessly, using its magic bastard swords to cut enemies to pieces. armor +3, cloak of resistance +4.
59
Divine Guardian
Ageless creatures filled with ancient melancholy, divine guardians spend centuries in penitent prayer, thanking their gods for the
bittersweet blessing of eternal life. In lost temples and forgotten holy shrines, they while away long years in contemplation, weighing all
that they have gained against what they would gain by losing everything.
Divine Guardian
A divine guardian is a creature charged by a deity to guard an area it considers sacred. This guardianship might be a permanent
assignment granted to a willing creature, penitence for a great sin, or a curse laid by the deity on someone who has injured its faithful.
A divine guardian does not age and need not fear hunger or disease so long as it remains in the area it has been tasked to guard. Should
it ever leave, it must soon recant the dereliction of its duties, or the long years will weigh heavily upon it, and it will find its freedom in
death.
Initiative: A divine guardian gains a +4 bonus on initiative rolls. Immunity to Mind-Affecting Effects (Su): The divine
guardian is immune to all mind-affecting effects.
Speed: A divine guardian is gifted with incredible speed. Each
of its speeds is double the corresponding speed of the base Immunity to Disease and Poison (Ex): Divine guardians are
creature. If the base creature flies, the divine guardian’s immune to disease and poison.
maneuverability becomes perfect if it was not already. The Sacred Site (Ex): Each divine guardian is assigned to guard
water subtype, if acquired, grants the creature a swim speed a specific site sacred to the deity that invested it with power.
equal to its highest speed. This area may be a structure, series of structures, or natural
Special Attacks: A divine guardian retains all the base creature’s site with clearly defined borders. It can be as large as a city,
special attacks and gains those described here. but in most cases it is a single temple complex or a sacred
grove. Gods do not waste their powers on places that their
Spell-Like Abilities: A divine guardian gains spell-like abilities worshipers can protect, so most divine guardians keep watch
according to its character level, as indicated on the following over abandoned burial grounds or lost temples. The divine
table. These abilities are cumulative. Caster level equals divine guardian is charged with protecting the site from harm and
guardian’s character level. The save DCs are Charisma-based. preventing incursions by those not of the faith. It must keep
its vigil until worshipers return or until the god deems the
Spell-Like Abilities site no longer worthy of protection.
Character Level Abilities Should the divine guardian ever move out of the area defined
as the holy site, it immediately loses the divine guardian
1–2 Alarm 3/day, hold portal 1/day template, and any spellcasting ability the deity might have
3–4 Arcane lock 1/day, knock 3/day granted based on its class levels. It cannot regain the template
5–6 Augury 1/day, clairaudience/clairvoyance 1/day unless it atones for its failure (usually by completing some
7–8 Dismissal 1/day quest or via an atonement spell) and re-enters the site within
9–10 Commune 1/day 1 week. Otherwise, it loses the template permanently, taking
11–12 Guards and wards 1/day 6d6 points of Constitution drain as the years of lost food,
13–14 Forbiddance 1/day drink, and sleep return to it tenfold. A creature that lacks a
15–16 Banishment 1/day Constitution score takes 2d6 points of damage per Hit Die
17–18 Repulsion 1/day from this process. Even if it survives, the creature can never
19–20 Screen 1/day expect to regain the template.
60 21+ Antipathy 1/day
Abilities: Change from the base creature as follows: Wis +4, Cha +4. Level Adjustment: Same as the base creature +4.
Skills: A divine guardian gains a +5 racial bonus on Listen, Sense
Motive, and Spot checks. Divine Guardian Characters
Organization: Solitary. A divine guardian character favors whichever class the base
creature does. Because it is confined to its sacred site, a divine
Challenge Rating: Same as the base creature +1. guardian makes for a poor PC.
Divine Guardian
- Sample Creature: Naareth, Chuul Divine Guardian -
Large Aberration (Aquatic, Good, Water)
Hit Dice: 11d8+44 (93 hp)
Initiative: +11
Speed: 60 ft. (12 squares), swim 40 ft.
Armor Class: 22 (–1 size, +3 Dex, +10 natural), touch 12,
flat-footed 19
Base Attack/Grapple: +8/+17
Attack: Claw +12 melee (2d6+5)
Full Attack: 2 claws +12 melee (2d6+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Constrict 3d6+7, improved
grab, paralytic tentacles, spell-like
abilities
Special Qualities: Ability healing,
amphibious, blessed life, bound to
the faith, darkvision 60 ft., dimension
door, fast healing 5, immune to
disease, mind-affecting effects, and
poison, sacred site
Saves: Fort +7, Ref +6, Will +11
Abilities: Str 20, Dex 16, Con 18, Int
10, Wis 18, Cha 9
Skills: Hide +13, Listen +18, Sense
Motive +9, Spot +18, Swim +13
Feats: Alertness, Blind-Fight, Combat
Reflexes, Improved Initiative
Environment: Temperate marshes
Organization: Solitary
Challenge Rating: 8
Treasure: 1/10th coins; 50% goods; standard items
Alignment: Chaotic evil
Advancement: 12–16 HD (Large); 17–33 HD (Huge)
Level Adjustment: —
Here is an example of a divine guardian using a chuul as
the base creature.
Combat
Like any other chuul, Naareth is a horrific aquatic hunter that
Naareth protects the entrances to the temple and his lair with
looks like a cross between a giant crustacean and an insect. He
alarm spells. He uses guards and wards in the central temple area
walks nearly upright on four two-toed feet, and his body is
around his lair each day and arcane lock on all doors outside the
supported by a lobsterlike tail. Two powerful arms in the middle
area. He also uses clairaudience/clairvoyance to spy on intruders and
of his body end in immense crab claws, and a blunt, hard-shelled
then augury to see whether waiting to ambush his foes will prove
head extends out in front of him. Beneath his head hang several
effective.
thin tentacles that he can use to paralyze prey.
The chuul divine guardian prefers to fight foes near water. In
Naareth is bound to the partially submerged temple complex of
combat, he attempts to paralyze enemies and drag them beneath
a neutral good goddess of water and sea travel. The chuul was
the surface to drown. He enjoys using guards and wards to confuse
cursed to guard the temple after slaying the priests who had just
and separate foes so that he can pick them off one at a time.
rediscovered it. Naareth despises being trapped in the temple
complex and hurls himself at any interlopers in frustration. He Naareth’s natural weapons, and any weapons he wields, are treated
longs for the day when other clerics of the goddess come to the as good-aligned for the purpose of overcoming damage reduction.
temple, but his fantasies about that day alternate between turning
Constrict (Ex): On a successful grapple check, Naareth deals
the temple over to them in exchange for his freedom and showing
3d6+7 points of damage.
his defiance of the goddess by ripping her followers apart.
Improved Grab (Ex): To use this ability, Naareth must hit with a
Naareth speaks Aquatic.
claw attack. He can then attempt to start a grapple as a free action 61
without provoking an attack of opportunity. If he wins the grapple Blessed Life (Ex): See the divine guardian template.
check, he establishes a hold and can constrict in the same round or
Bound to the Faith (Ex): See the divine guardian template.
transfer a grabbed opponent to his tentacles in the next round.
Dimension Door (Su): Caster level 11th; see the divine guardian
Paralytic Tentacles (Ex): Naareth can transfer a grabbed victim
template.
from a claw to his tentacles as a move action. The tentacles grapple
with the same strength as the claw but deal no damage, though Fast Healing (Ex): See the divine guardian template.
they do exude a paralytic secretion. Any creature held in the
tentacles must succeed on a DC 19 Fortitude save each round on Immunity to Mind-Affecting Effects (Su): See the divine
guardian template.
Dread Allip
Dread Allip
Babbling, whispering, screaming, and muttering, dread allips pass through walls and strike at living creatures, hoping to gain companions
in undeath and madness. A dread allip is a crazed incorporeal undead created when a sentient creature follows an order to commit suicide
against its own wishes. The angry spirit that rises from the corpse is insane because its mind was conflicted at death, and it seeks to inflict
a similar fate on others. Dread allips enjoy suicides, and their mad ramblings are often interrupted by insane laughter when they witness
another creature taking its own life.
A dread allip looks much like it did in life, but its body appears black and trails off in flamelike wisps of ectoplasm. The distinct features
of the individual it once was are indistinguishable, but a person listening to the dread allip’s maddening speech might recognize a
particular creature’s voice.
Dread Allip
that successfully saves cannot be affected by the same dread suicide.” The “commit suicide” command is an exception to the
allip’s babble for 24 hours. normal restrictions against self-destructive orders. A creature
ordered to commit suicide receives a second saving throw at
When the dread allip casts a spell with a verbal
a +15 bonus to break free of the domination effect. Failure
component, its babble special attack is
means the creature must attack itself once per round with the
negated during casting, and any creature
most damaging melee weapon or natural attack it possesses
already hypnotized by it is freed of
until ordered by the dread allip to do something else.
the effect.
Treat this attack as a coup de grace against a helpless
Command Allips (Su): A dread target. The target can attempt a new save with
allip can automatically command the same +5 bonus every subsequent round that
all normal allips within 30 feet as the domination continues. If the dread allip
a free action. Normal allips never chooses to issue one of the other four commands
attack a dread allip unless compelled. available to it and obedience would obviously
be self-destructive, the dominated creature
Create Spawn gets a new saving throw to
(Su): A creature break free of the domination
that dies while effect, again with a +5 bonus,
dominated by a when the self-destructive
dread allip rises as nature of the command
a new dread allip becomes apparent.
in 1d6 rounds if it
committed suicide, Madness (Su): Any creature
or died fulfilling that targets a dread allip with a
an obviously self- thought-detecting, mind-control,
destructive command, or telepathic effect takes 1d6 points
or had 0 Wisdom and was of Wisdom damage, though the effect
within 30 feet of the dread allip otherwise works normally.
at the time of death. The new dread
Wisdom Drain (Su): Each of a dread
allip is under the command of the one
allip’s incorporeal touch attacks deals
that dominated it when it died.
1d6 points of Wisdom drain. A
A standard allip from the MM can be creature reduced to 0 Wisdom
advanced in HD to represent a more becomes helpless until at least 1
powerful creature, and this template point of Wisdom is restored.
can also be used to turn a creature
Special Qualities: The dread
into a normal allip (see the Creating a
allip retains all the base creature’s
Normal Allip sidebar). Any creature
special qualities that do not
that becomes an allip or a dread allip
require corporeal contact with
regains its normal Wisdom score
another creature and gains those described here.
immediately thereafter.
Turn Resistance (Ex): A dread allip has turn resistance +4.
Dominating Trample (Su): Once every 1d4 rounds, the dread
allip may dominate creatures simply by passing through them. Abilities: Increase from the base creature as follows: Dex +2, Cha
As a standard action during its turn, it can take a single move +8. As an incorporeal undead creature, a dread allip has
in a straight line. Any creature it moves through can attempt no Strength or Constitution score. Because an incorporeal
either an attack of opportunity or a Reflex save (DC 10 + 1/2 creature has no Strength score, its Dexterity modifier rather
dread allip’s character level + dread allip’s Cha modifier) to than its Strength modifier applies to all its attack rolls.
avoid the attack. A creature that fails to avoid the dominating
Environment: Any.
trample must succeed on a Will save (DC 10 + 1/2 dread
allip’s character level + dread allip’s Cha modifier) or be Organization: Solitary, pair, or gang (3–5).
controlled as if by the dominate monster spell (caster level Challenge Rating: Same as the base creature +3.
20th). Success renders a creature immune to that dread allip’s
dominating trample for 24 hours. Treasure: None. Dread allips cannot use equipment.
The dread allip can give the simple commands normal for the Alignment: Always neutral evil.
spell (“come here,” “go there,” “fight,” “stand still”), plus “commit Level Adjustment: Same as the base creature +6. 63
should be aware that an incorporeal spellcaster can wreak havoc on a
Dread Allip Characters campaign. A level adjustment of +7 or +8 might be more appropriate
A dread allip favors whichever class the base creature does. A DM who for a character who is primarily a spellcaster. Since a dread allip cannot
allows players to play dread allips despite their madness and evil nature wield equipment, it may be unsuitable for use as a PC race.
Dread Bodak
everyone it knew in life and anyone who gets in the way. Worse still, it can create more of its vile kind. Its gaze brings foes to the brink of
death, and its voice then snuffs out their life force and turns them into dread bodaks.
A dread bodak’s body is lithe and muscular, covered in dead skin or scales that often appear gray. Its head is elongated both above and below
the brow. Its eyes and nose are sunken to the point of vanishing, and glowing pinpricks of evil light glow from deep within its eye sockets.
Armor Class: The dread bodak’s natural armor bonus improves by Killing Gaze (Su): Any creature within 30 feet of a dread
+8 over that of the base creature. bodak that meets its gaze must succeed on a Fortitude save
(DC 10 + 1/2 dread bodak’s character level + dread bodak’s
Attack: The dread bodak retains all the base creature’s attacks, and Cha modifier) or its hit point total immediately drops to
its weapon and armor proficiencies. These attacks retain –1. Killing gaze is a death effect.
the same primary or secondary status they had for the base
creature. The dread bodak gains a primary slam attack if it Special Qualities: The dread bodak retains all the base creature’s
has no other natural attacks. special qualities and gains those described here.
Damage: If the dread bodak gained a slam attack from the Damage Reduction (Ex): A dread bodak has damage
application of this template, its base damage is as given on reduction 10/magic and cold iron.
the following table.
Immunity to Electricity (Ex): Dread bodaks are immune to
electricity.
Damage Resistances (Ex): A dread bodak has resistance 20 to acid
Size Slam Base Damage and fire.
Fine 1 Turn Resistance (Ex): A dread bodak has turn
Diminutive 1d2 resistance +4.
Tiny 1d3
Small 1d4 Vulnerability to Sunlight (Ex): A dread bodak takes 1 point
Medium 1d6 of damage per round of direct exposure to sunlight.
Large 1d8 Abilities: Change from the base creature as follows: Str +2, Dex
Huge 2d6 +4, Int –4 (minimum 1), Wis +2, Cha +2. As an undead
Gargantuan 2d8 creature, a dread bodak has no Constitution score.
Colossal 4d6
Environment: Same as the base creature and underground.
Special Attacks: The dread bodak retains all the base creature’s
special attacks and gains those described here. Organization: Solitary, pair, or gang (3–4)
Command Bodaks (Su): A dread bodak can automatically Challenge Rating: Same as the base creature +2.
command all normal bodaks within 30 feet as a free action. Alignment: Always chaotic evil.
Normal bodaks never attack a dread bodak unless compelled.
Level Adjustment: Same as the base creature +7.
Create Spawn (Su): Any creature killed by a dread bodak’s
death knell ability rises as a dread bodak in 1d6 rounds. A dread
bodak created in this manner is under the command of its Dread Bodak Characters
creator and remains so until either it or the creator is destroyed. A dread bodak favors whichever class the base creature does. 65
Creating a Normal Bodak
You can use this template to create a creature that closely mimics the standard bodak from the MM. To do so, simply alter the
features of the dread bodak template in the following ways.
• The bodak does not gain any of the template’s special attacks or turn resistance.
• The bodak gains a death gaze (same as the dread bodak’s killing gaze, except that it causes death).
Dread Bodak
A dread bodak tyrannosaurus looks like a gray-scaled version of Create Spawn (Su): See the dread bodak template.
the living dinosaur with an elongated skull and jaws. Its muscular Death Knell (Su): See the dread bodak template.
body is lightning quick and shockingly strong. Pinpoints of light
glow malevolently from its eye sockets. Improved Grab (Ex): To use this ability, a dread bodak
tyrannosaurus must hit an opponent up to one size category
Combat smaller than itself with its bite attack. It can then attempt to
start a grapple as a free action without provoking an attack of
A dread bodak tyrannosaurus is motivated by some of the opportunity. If it wins the grapple check, it establishes a hold and
66 territoriality it showed in life. At night, it emerges from its cave to can try to swallow the foe the following round.
Killing Gaze (Su): DC 20 Fortitude save; see the dread bodak Turn Resistance (Ex): See the dread bodak template.
template.
Undead Traits: A dread bodak tyrannosaurus is immune to mind-
Swallow Whole (Ex): A dread bodak tyrannosaurus can try to affecting effects, poison, sleep effects, paralysis, stunning, disease,
swallow a grabbed opponent up to two size categories smaller than death effects, and any effect that requires a Fortitude save unless
itself by making a successful grapple check. The swallowed creature it also works on objects or is harmless. It is not subject to critical
takes 2d8+10 points of bludgeoning damage and 8 points of acid hits, nonlethal damage, ability damage to its physical ability scores,
damage per round from the dread bodak tyrannosaurus’s gizzard. ability drain, energy drain, fatigue, exhaustion, or death from
Dread Devourer
A swallowed creature can cut its way out by using a light slashing massive damage. It cannot be raised, and resurrection works only if
or piercing weapon to deal 25 points of damage to the gizzard it is willing. Darkvision 60 ft.
(AC 12). Once the creature exits, muscular action closes the hole;
Vulnerability to Sunlight (Ex): See the dread bodak template.
another swallowed opponent must cut its own way out. A Huge
dread bodak tyrannosaurus’s gizzard can hold 2 Medium, 8 Small, Skills: A dread bodak tyrannosaurus has a +2 racial bonus on
32 Tiny, or 128 Diminutive or smaller opponents. Listen and Spot checks.
Dread Devourer
Native to the Ethereal and Astral Planes, devourers are undead creatures that trap the souls of other beings and use them to power their
terrible spells. The natural leaders of these horrid creatures, dread devourers are more vicious and voracious than ordinary devourers.
Few know how these dread devourers originated, but some sages speculate that they form as ethereal or astral “shadows” of creatures on
coexistent planes that die from energy draining effects.
Devourers and dread devourers take many forms, but most look mummified and desiccated. Their bodies are hardened to an astonishing
degree, and they possess far greater strength and mental acuity than they had in life. The souls they consume are visible in miniature
within and about their bodies, railing against their torturous imprisonment.
Energy Drain (Ex): A creature struck by a dread devourer’s within a 30-foot radius.
natural attack gains one negative level. The DC for the
Spell Deflection (Su): The trapped essences provide a measure
Fortitude save to remove the negative level is 10 + 1/2 dread
of magical protection. If any of the following spells are cast
devourer’s character level + dread devourer’s Cha modifier.
at the dread devourer and overcome its spell resistance,
Spell-Like Abilities: Unless the GM knows otherwise, they affect the imprisoned essence instead: banishment,
a dread devourer is assumed to have one essence with confusion, crushing despair, detect thoughts, dispel evil, dominate
3d4+3 levels trapped inside it at the start of any encounter. person, dominate monster, fear, geas/quest, holy word, hypnosis,
Each use of a spell-like ability drains one of these levels imprisonment, magic jar, maze, suggestion, trap the soul, or any
(see Trap Essences). The dread devourer can use one of form of charm or compulsion. In many cases, this change of
following spells (caster level 10th + 2 per essence trapped target effectively neutralizes the spell (casting charm person
within it): animate dead, circle of death, confusion, control on a trapped essence, for example, is useless). Some of them
undead, create undead, deeper darkness, desecrate, dominate (banishment and trap the soul, for example), might eliminate
monster, horrid wilting, inflict serious wounds, lesser planar a random trapped essence, robbing the dread devourer of its
ally, plane shift (self only, drains five levels from trapped magical powers until it can consume another.
essences), ray of enfeeblement, true seeing. The save DCs are
Spell Resistance (Su): A dread devourer has spell resistance
Charisma-based.
equal to 10 + dread devourer’s character level.
Trap Essences (Su): The dread devourer is named for its
Turn Resistance (Ex): A dread devourer has turn resistance +4.
ability to consume an enemy’s life essence. To do so, it must
forgo its normal melee attacks and make a trap essence Abilities: Increase from the base creature as follows: Str +10, Dex
attack, which requires a touch attack but deals no damage. +2, Int +6, Wis +6, Cha +6. As an undead creature, a dread
The affected creature must succeed on a Fortitude save (DC devourer has no Constitution score.
10 + 1/2 dread devourer’s character level + dread devourer’s
Cha modifier) or die instantly. Skills: A dread devourer has a +8 racial bonus on Concentration,
Jump, Listen, Move Silently, and Spot checks.
The slain creature’s essence is trapped within or around
the dread devourer’s body as a tiny figure with the victim’s Environment: Any.
features. The trapped essence cannot be raised or resurrected, Organization: Solitary.
but a miracle or wish spell frees it, as does destroying the
dread devourer. A dread devourer can hold a number of Challenge Rating: Same as the base creature +3.
essences equal to its Hit Dice. Alignment: Always neutral evil.
The trapped essences provide the dread devourer with power Level Adjustment: Same as the base creature +9.
to use spell-like abilities. Each trapped essence gains one
negative level for every use of such an ability. As this energy
is expended, the twisted soul fades away. When the number Dread Devourer Characters
of negative levels gained equals the creature’s character A dread devourer favors whichever class the base creature does.
level, the essence is destroyed and its image fades away. If This template grants very powerful abilities, and the GM should
an essence is freed, the restored creature must succeed on a consider them carefully before granting them to a player character.
Fortitude save (DC 10 + 1/2 dread devourer’s character level A PC who uses the trap essence ability cannot retain a good
+ dread devourer’s Cha modifier) for each negative level or alignment, even if he traps only evil souls.
lose that level permanently. A dread devourer can use its
Dread Devourer
worm evokes can shatter the mind of even the
most seasoned adventurer. Though far more
intelligent than it was in life, it remains a
relatively dim-witted creature. However,
it makes up for this disadvantage with its
enormous strength and potent spell-like
abilities.
The corpse-body of this behemoth oozes
reeking ichor from its cracked and chitin
skin. Its head is a mass of several opposed
jaws, and its tail sports a barbed blade that
drips a thick ichor. The souls of its damned
victims whirl around and through its body,
screaming and moaning in pain and terror,
but they fall hideously silent whenever the
dread devourer purple worm wishes them to.
A dread devourer purple worm does not speak.
Combat
In battle, a dread devourer purple worm forms its
body into a coil 20 feet in diameter and attempts
to swallow as many creature as it can. Once it
has swallowed a victim, it makes a trap essence
attempt. If it successfully traps the essence of
the swallowed creature but continues to face strong
resistance, it uses plane shift to seek better hunting
elsewhere. Otherwise, it continues to fight, using
deeper darkness, dominated foes, created undead,
or planar allies to distract its enemies while it concentrates on
swallowing more foes. A dread devourer purple worm’s natural
attacks are considered evil-aligned for the purpose of overcoming opponent takes 2d8+17 points of crushing damage plus 8 points of
damage reduction. acid damage per round from the worm’s gizzard.
Command Devourers (Su): See dread devourer template. A swallowed creature can cut its way out by using a light slashing
Energy Drain (Ex): DC 20 Fortitude save; see dread devourer or piercing weapon to deal 25 points of damage to the gizzard (AC
template. 30). Once the creature exits, muscular action closes the hole; another
swallowed opponent must cut its own way out. A Gargantuan dread
Improved Grab (Ex): To use this ability, a dread devourer devourer purple worm’s interior can hold 2 Large, 8 Medium, 32
purple worm must hit with its bite attack. It can then attempt Small, 128 Tiny, or 512 Diminutive or smaller opponents.
to start a grapple as a free action without provoking an attack of
opportunity. If it wins the grapple check, it establishes a hold and Trap Essences (Su): DC 20 Fortitude save; see dread devourer
can attempt to swallow the foe the following round. template.
Poison (Ex): Injury, Fortitude DC 20, initial damage 1d6 Str, Turn Resistance (Ex): See the dread devourer template.
secondary damage 2d6 Str. The save DC is Charisma-based. Undead Traits: A dread devourer purple worm is immune to
Spell Deflection (Su): See the dread devourer template. mind-affecting effects, poison, sleep effects, paralysis, stunning,
disease, death effects, and any effect that requires a Fortitude save
Spell-Like Abilities: See the dread devourer template. Save DCs unless it also works on objects or is harmless. It is not subject to
(where applicable) are as follows: animate dead, circle of death critical hits, nonlethal damage, ability damage to its physical ability
(DC 18), confusion (DC 16), control undead, create undead, deeper scores, ability drain, energy drain, fatigue, exhaustion, or death
darkness, desecrate, dominate monster (DC 21), horrid wilting (DC from massive damage. It cannot be raised, and resurrection works
20), inflict serious wounds (DC 15), lesser planar ally, plane shift (self only if it is willing. Darkvision 60 ft.
only, uses 5 levels of an essence), ray of enfeeblement, true seeing. The
save DCs are Charisma-based. Skills: A dread devourer purple worm has a +8 racial bonus on any
Swim check to perform some special action or avoid a hazard. It
Swallow Whole (Ex): A dread devourer purple worm can try to can always choose to take 10 on a Swim check, even if distracted
swallow a grabbed opponent two or more size categories smaller or endangered. It can use the run action while swimming, provided
than itself by making a successful grapple check. Once inside, the it swims in a straight line.
69
Dread Ghast
The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose
as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation
might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his
mistress would instead rise as a ghast. Cursed with a terrible stench of death and corruption that serves as a warning to the living, the
ghast’s greater sins in life grant it greater power in undeath.
Dread Chast
The first dread ghasts were villains of still broader scope. Leaders in life, they influenced the actions of scores of others and led them
to participate in terrible atrocities. Today, the dread ghast “race” of undead perpetuates itself through the transmission of vile power. A
creature killed but not consumed by a dread ghast rises as another dread ghast. Though the new dread ghast is not under its creator’s
control, it usually succumbs to its progenitor’s exhortations to perform the same sorts of evil acts that led to the creation of the “race.” But
dread ghasts are careful with this power. Since they have no control over the other dread ghasts they create, they consume the bodies of
any victims that seem likely to be more powerful in undeath than themselves.
A dread ghast appears much as it did in life. Its decayed and rotting flesh clings tightly to its bones, and its eyes burn with unholy light.
Dread ghasts often have long teeth and wicked claws. Their long, dry tongues loll out of their mouths, making rasping sounds when
dragged against their fangs.
Speed: If the base creature has both a climb speed and a land Fine 1d2 —
speed, the lower of the two increases to match the higher. Diminutive 1d3 1
If it lacks one of those speeds, the dread ghast gains the Tiny 1d4 1d2
missing mode of movement at a speed equal to the other. Small 1d6 1d3
If the base creature lacks both modes of movement, the Medium 1d8 1d4
dread ghast gains both at a speed equal to one-half the base Large 2d6 1d6
creature’s highest speed. Huge 2d8 1d8
Gargantuan 4d6 2d6
Armor Class: The dread ghast’s natural armor bonus improves by Colossal 4d8 2d8
+4 over that of the base creature.
Special Attacks: The dread ghast retains all the base creature’s
Attack: The dread ghast retains all the base creature’s attacks, and special attacks and gains those described here.
its weapon and armor proficiencies. These attacks retain
the same primary or secondary status they had for the base Command Ghasts and Ghouls (Su): A dread ghast can
creature. If the base creature possesses at least one mouth automatically command all normal ghasts and ghouls within
but has no natural attack with it, the dread ghast gains a 30 feet as a free action. Normal ghasts and ghouls never
bite attack with each mouth. The bite attack is primary attack a dread ghast unless compelled.
if the base creature has no natural attacks; otherwise it is Create Spawn (Su): In most cases, dread ghasts feast on the
secondary. If the base creature possesses at least one arm bodies of the fallen. However, any creature killed by a dread
70
ghast that lies undisturbed until the next midnight rises as Turn Resistance (Ex): A dread ghast has turn resistance +4.
a dread ghast at that time. The new dread ghast is not under
Abilities: Increase from the base creature as follows: Str +4, Dex
the control of its creator. A protection from evil or gentle
+4, Int +2, Wis +4, Cha +6. As an undead creature, a dread
repose spell cast on the corpse prevents its conversion.
ghast has no Constitution score.
Paralysis (Ex): A creature damaged by a dread ghast’s
Skills: A dread ghast has a +10 racial bonus on Jump checks. A
natural attack must succeed on a Fortitude save (DC 10
dread ghast receives a +8 racial bonus on Climb checks
+ 1/2 dread ghast’s character level + dread ghast’s Cha
and can always choose to take 10 on Climb checks, even if
modifier) or be paralyzed for 1d4+1 rounds.
rushed or threatened.
Dread Chast
Stench (Ex): The noxious stench of death surrounds a dread
Environment: Any.
ghast. Any breathing creature within 20 feet of a dread ghast
must succeed on a Fortitude save (DC 10 + 1/2 dread ghast’s Organization: Solitary, pair, gang (3–4), or pack (5–12).
character level + dread ghast’s Cha modifier) or take a –2
circumstance penalty on attack rolls, saves, and skill checks for Challenge Rating: Same as the base creature +1.
1d6+4 minutes. A creature with the scent special quality must Alignment: Always chaotic evil.
make this save at a range of 40 feet and take a –2 penalty on the
save. This save must be repeated each round that the breathing Level Adjustment: Same as the base creature +4.
creature is within range of the dread ghast, but once the penalty
has been applied, further failed saves merely reset its duration. Dread Ghast Characters
Unnatural Aura (Su): Any creature of the animal type within A dread ghast favors whichever class the base creature does. It
30 feet of a dread ghast automatically becomes panicked and has an all-consuming desire to commit vile acts, which builds
remains so until the distance between it and the dread ghast is relentlessly until it loses control. The GM may require a dread
at least 30 feet. See the DMG for a description of the panicked ghast character who has gone an entire month without an evil
condition. act to make a Will save or commit some heinous crime. Success
Special Qualities: The dread ghast retains all the base creature’s staves off the urge for another month, week, or day, at the GM’s
special qualities and gains those described here. option.
effects, and any effect that requires a Fortitude save unless it also
A dread ghast gnoll speaks Gnoll. works on objects or is harmless. It is not subject to critical hits,
nonlethal damage, ability damage to its physical ability scores,
Combat ability drain, energy drain, fatigue, exhaustion, or death from
massive damage. It cannot be raised, and resurrection works only if
A dread ghast gnoll leaps into combat with a dreadful lust for blood.
it is willing. Darkvision 60 ft.
Its snapping jaws and claws can rend flesh from bone with ease.
Skills: A dread ghast gnoll has a +10 racial bonus on Jump checks.
Command Ghasts and Ghouls (Su): See the dread ghast template.
It receives a +8 racial bonus on Climb checks and can always
Create Spawn (Su): See the dread ghast template. choose to take 10 on Climb checks, even if rushed or threatened.
Dread Ghost
Like normal ghosts, dread ghosts are restless spirits that exist on both the Material and the Ethereal Planes. Unlike many other dread
undead, dread ghosts have no special power over others of their kind, but some mystery of their creation makes them more powerful than
standard ghosts.
The appearance of dread ghosts is as varied as that of standard ghosts. Some exhibit telltale signs of their causes of death; others simply
appear as rotting or skeletal as their corpses. A few appear as they did in life, or as idealized versions of themselves.
Dread Ghost
save (DC 10 + 1/2 dread ghost’s character level + dread A manifested dread ghost can be harmed only by other
ghost’s Cha modifier) or take 2d10 points of damage and incorporeal creatures, magic weapons, or spells and has a
1d4 points of Charisma damage. 50% chance to ignore any damage from a corporeal source.
It can also can pass through solid objects at will, and its
Corrupting Touch (Su): A dread ghost that hits an
own attacks pass through armor. A manifested dread ghost
incorporeal target with its incorporeal touch attack deal
always moves silently.
1d6 points of damage. Against ethereal opponents, it adds
its Strength modifier to attack and damage rolls. Against A manifested dread ghost can strike with its touch attack
nonethereal opponents, it adds its Dexterity modifier to or with a ghost touch weapon. When manifested, the dread
attack rolls only. ghost remains partially on the Ethereal Plane, where it is
not incorporeal. It can be attacked by opponents on either
Death Wail (Su): Once every 1d4 rounds, the dread ghost
the Material Plane or the Ethereal Plane. The dread ghost’s
can loose a terrible wail as a full-round action, targeting
incorporeality helps protect it from foes on the Material
it against one creature within 100 feet of it. If the target
Plane, but not from those on the Ethereal Plane.
creature can hear the death wail, it must succeed on a
Fortitude save (DC 10 + 1/2 dread ghost’s character level When a spellcasting dread ghost is not manifested and is
+ dread ghost’s Cha modifier) or die instantly. Any other on the Ethereal Plane, its spells cannot affect targets on the
creature within 100 feet that can hear the wail must succeed Material Plane, though they work normally against ethereal
on a Fortitude save at the same DC or gain 1 negative level. targets. When a spellcasting dread ghost manifests, its spells
A creature that succeeds on the save cannot be affected by continue to affect ethereal targets and can affect targets on
that dread ghost’s death wail for 24 hours. The death wail is the Material Plane normally unless the spells rely on touch.
a sonic death effect. Its touch spells don’t work on nonethereal targets.
Draining Touch (Su): A dread ghost that hits a living target A dread ghost has two home planes: the Material Plane and
with its incorporeal touch attack drains 1d4 points from the Ethereal Plane. It is not considered extraplanar when on
any one ability score it selects. On each such successful either of these planes.
attack, the dread ghost heals 5 points of damage to itself.
Rebuke Undead (Su): The dread ghost can rebuke and
Against ethereal opponents, it adds its Strength modifier to
command undead as an evil cleric of a level equal to its
attack rolls only. Against nonethereal opponents, it adds its
character level.
Dexterity modifier to attack rolls only.
Shattering Presence (Su): Once per round as a free action,
Frightful Moan (Su): A dread ghost can emit a frightful
the dread ghost can shatter all nonmagical objects made
moan as a standard action. Every living creature within a
of crystal, glass, ceramic, or porcelain (such as vials, bottles,
30-foot spread must succeed on a Will save (DC 10 + 1/2
flasks, jugs, windows, mirrors, and the like) within 30 feet.
dread ghost’s character level + dread ghost’s Cha modifier)
Any object weighing more than 5 pounds per character
or become panicked for 2d4 rounds. Frightful moan is a
level the dread ghost possesses are not affected. A magic
sonic, necromantic, mind-affecting, fear effect. A creature
item made of any of the above materials must succeed on a
that successfully saves against the moan cannot be affected
Fortitude save (DC 10 + 1/2 dread ghost’s character level +
by the same dread ghost’s moan for 24 hours.
dread ghost’s Cha modifier) or be destroyed. A crystalline
Horrific Appearance (Su): Any living creature within 60 feet creature within the area takes 1d6 points of damage per
that views a dread ghost must succeed on a Fortitude save character level the dread ghost possesses (to a maximum of
(DC 10 + 1/2 dread ghost’s character level + dread ghost’s 10d6). Every creature within 5 feet of a shattering object
Cha modifier) or immediately take 1d4 points of Strength must succeed on a DC 20 Reflex save or take 1d6 points of
damage, 1d4 points of Dexterity damage, and 1d4 points slashing damage. A creature wearing or carrying an object
of Constitution damage. A creature that successfully saves when it shatters takes 2d6 points of slashing damage (no
against the this effect cannot be affected by the same dread save). Shattering presence is not a sonic effect.
ghost’s horrific appearance for 24 hours.
Telekinesis (Su): A dread ghost can use telekinesis as a
Malevolence (Su): Once per round, an ethereal dread ghost standard action (caster level 12th or equal to the dread ghost’s
can merge its body with a creature on the Material Plane. character level, whichever is higher). When a dread ghost uses
This ability is similar to a magic jar spell (caster level 10th this power, it must wait 1d4 rounds before using it again.
or the dread ghost’s character level, whichever is higher),
Special Qualities: The dread ghost retains all the base creature’s
except that it does not require a receptacle. To use this
special qualities and gains rejuvenation and turn resistance.
ability, the dread ghost must be manifested and it must try
It also gains two other special qualities chosen from the list
to move into the target’s space; moving into the target’s
below.
space to use the malevolence ability does not provoke
attacks of opportunity. The target can resist the attack with a Energy Immunity (Su): The dread ghost is immune to one
successful Will save (DC 15 + dread ghost’s Cha modifier). type of energy (acid, cold, electricity, fire, or sonic) chosen at
A creature that successfully saves is immune to that same the time of its creation.
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Ethereal Armor (Su): The dread ghost gains a deflection level) against DC 16. As a rule, the only way to get rid of
bonus to Armor Class equal to its Charisma bonus or +1, a dread ghost for sure is to determine the reason for its
whichever is greater, even when not manifested and existing existence and set right whatever prevents it from resting
wholly on the Ethereal Plane. in peace. The exact means varies with each spirit and may
require a good deal of research.
Greater Turn Resistance (Ex): The dread ghost has turn
resistance +8. This benefit does not stack with any other turn Spell Resistance (Su): A dread ghost has spell resistance
resistance the base creature has. equal to 10 plus its character level.
Improved Manifestation (Su): A dread ghost can switch Turn Resistance (Ex): A dread ghost has turn resistance +4.
Dread Ghost
Dread Ghost
foes to take them by surprise, using its gaze attacks, horrific Shattering Presence (Su): DC 19 Fortitude save; see the dread
appearance, shattering presence, and death wail all at once. In ghost template.
following rounds, it continues its assault with draining touch
attacks and targeted gazes. Ethereal Armor (Su): See the dread ghost template.
Corrupting Gaze (Su): A dread ghost medusa can blast living Greater Turn Resistance (Ex): See the dread ghost template.
beings with a glance at a range of up to 30 feet. Any creature Rejuvenation (Su): In most cases, it’s difficult to destroy a dread
meeting its gaze must succeed on a DC 19 Fortitude save or take ghost medusa through simple combat because the “destroyed”
2d10 points of damage and 1d4 points of Charisma damage. The spirit often restores itself in 2d4 days. Even the most powerful
save DC is Charisma-based. spells are usually only temporary solutions. A dread ghost medusa
Death Wail (Su): DC 19 Fortitude save; see the dread ghost that would otherwise be destroyed returns to its old haunts with a
template. successful level check (1d20 + dread ghost medusa’s character level)
against DC 16. As a rule, the only way to get rid of a dread ghost
Draining Touch (Su): A dread ghost medusa that hits a living medusa for sure is to determine the reason for its existence and set
target with its incorporeal touch attack drains 1d4 points from right whatever prevents it from resting in peace. The exact means
any one ability score it selects. On each such successful attack, it varies with each spirit and may require a good deal of research.
heals 5 points of damage to itself. Against ethereal opponents, the
dread ghost medusa adds its Strength modifier to attack rolls only. Undead Traits: A dread ghost medusa is immune to mind-
Against nonethereal opponents, it adds its Dexterity modifier to affecting effects, poison, sleep effects, paralysis, stunning, disease,
attack rolls only. death effects, and any effect that requires a Fortitude save unless
it also works on objects or is harmless. It is not subject to critical
Horrific Appearance (Su): Any living creature within 60 feet that hits, nonlethal damage, ability damage to its physical ability scores,
views a dread ghost medusa must succeed on a DC 19 Fortitude ability drain, energy drain, fatigue, exhaustion, or death from
save or immediately take 1d4 points of Strength damage, 1d4 massive damage. It cannot be raised, and resurrection works only if
points of Dexterity damage, and 1d4 points of Constitution it is willing. Darkvision 60 ft.
damage. A creature that successfully saves against this effect
cannot be affected by the same dread ghost medusa’s horrific
appearance for 24 hours. The save DC is Charisma-
based.
Manifestation (Su): A dread ghost medusa dwells
upon the Ethereal Plane and, as an ethereal creature, it
cannot affect or be affected by anything in the material
world. When a dread ghost medusa manifests, it partly
enters the Material Plane and becomes visible but
incorporeal on the Material Plane. A manifested dread
ghost medusa can be harmed only by other incorporeal
creatures, magic weapons, or spells and has a 50%
chance to ignore any damage from a corporeal source. A
manifested dread ghost medusa can pass through solid
objects at will, and its own attacks pass through armor. A
manifested dread ghost medusa always moves silently.
A manifested dread ghost medusa can strike with its
touch attack or with a ghost touch weapon. A manifested
dread ghost medusa remains partially on the Ethereal
Plane, where it is not incorporeal. It can be attacked by
opponents on either the Material Plane or the Ethereal
Plane. The dread ghost medusa’s incorporeality helps protect
it from foes on the Material Plane, but not from those on the
Ethereal Plane.
When a spellcasting dread ghost medusa is not manifested
and is on the Ethereal Plane, its spells cannot affect targets on
the Material Plane, though they work normally against ethereal
targets. When a spellcasting dread ghost medusa manifests, its
spells continue to affect ethereal targets and can affect targets on
the Material Plane normally unless the spells rely on
touch. A manifested dread ghost medusa’s touch spells
don’t work on nonethereal targets. 75
Dread Ghoul
Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had indulged in unwholesome
pleasures, such as cannibalism or necrophilia, in life. The original dread ghouls came into being because they had exhorted or compelled
others to such acts while alive. Although both types of undead can create more of their kind, dread ghouls maintain their role as leaders
of their normal kindred.
Dread Ghoul
Also called ghoul lords or ghuls, dread ghouls are to ghouls what dread ghasts are to ghasts. Both dread creatures can command
normal ghouls, and this situation often creates conflict. Because they cannot command normal ghasts, however, dread ghouls often find
themselves on the losing side of such battles.
A dread ghoul looks like a gray and emaciated version of its living form. Its limbs often end in terrible claws caked with grave dirt and
the rotting flesh of its last disinterred meal. A dread ghoul’s eyes glow dimly with an angry light, and its hunger for flesh is clearly written
on its features.
76
+ 1/2 dread ghoul’s character level + dread ghoul’s Cha Environment: Any.
modifier) or be paralyzed for 1d4+1 rounds.
Organization: Solitary, pair, gang (3–4), or pack (5–12).
Special Qualities: The dread ghoul retains all the base creature’s
Challenge Rating: Same as the base creature +1.
special qualities and gains those described here.
Alignment: Always chaotic evil.
Scent (Ex): A dread ghoul can detect approaching enemies
and sniff out hidden foes by sense of smell alone. See the Level Adjustment: Same as the base creature +4.
MM for details of this quality.
Dread Ghoul Characters
Dread Ghoul
Turn Resistance (Ex): A dread ghoul has turn resistance +2.
Abilities: Increase from the base creature as follows: Str +2, Dex A dread ghoul favors whichever class the base creature does. Its
+4, Int +2, Wis +4, Cha +2. As an undead creature, a dread all-consuming hunger for the living or rotting flesh of a sentient
ghoul has no Constitution score. creature cannot be satiated by other foods. This hunger builds
until the dread ghoul is in a state of frenzy. The GM may require
Skills: A dread ghoul gains a +8 racial bonus on Survival checks. a dread ghoul character who has gone for several days without
A dread ghoul receives a +8 racial bonus on Climb checks feeding on the flesh of a sentient being to make a Concentration
and can always choose to take 10 on Climb checks, even if check to perform any action not designed to result in such feeding.
rushed or threatened. Success staves off the hunger for another day.
Feats: A dread ghoul gains Track as a bonus feat if the base
creature did not already have it.
Dread Lacedon
Dread lacedons are corpses animated by the restless spirits of those who drowned or were killed but not devoured by a dread lacedon.
They swim through the ocean depths in deadly schools or stalk though swamps seeking other creatures to drown and devour.
With its bloated body discolored by rot, a dread lacedon is horrifying to look upon. Its thick limbs sport sharp claws almost hidden by
folds of flesh, and its mouth is a gaping maw filled with sharklike teeth. Heedless of its body’s condition, a dread lacedon takes no notice
of the seaweed that tangles in its hair or the tiny sea creatures that take up residence in its body. Now and then, the inexorable killing bite
of a dread lacedon is accompanied by a crustacean crawling from its mouth or eye socket, coming to partake of the meal before the dread
lacedon consumes it all.
Dread Lacedon
Create Spawn (Su): In most cases, dread lacedons feast Abilities: Increase from the base creature as follows: Str +4, Dex
on the bodies of the fallen, or sea creatures such as sharks +4, Int +2, Wis +4, Cha +4. As an undead creature, a dread
devour them. However, any creature killed by a dread lacedon has no Constitution score.
lacedon that lies undisturbed until the next midnight rises
Skills: The dread lacedon gains a +8 racial bonus on any Swim
as a dread lacedon at that time. The new dread lacedon is
check to perform some special action or avoid a hazard.
under the control of its creator if the latter is within 30 feet
It can always choose to take 10 on a Swim check, even if
of it at the time it rises. A protection from evil or gentle repose
distracted or endangered. It can use the run action while
spell cast on the corpse prevents its conversion.
swimming, provided it swims in a straight line.
Improved Grab (Ex): To use this ability, a dread lacedon must
Environment: Any aquatic, plus any land if the base creature has a
hit with a natural attack. It can then attempt to start a grapple
land or fly speed.
as a free action without provoking an attack of opportunity. If
it wins the grapple check, it establishes a hold. Organization: Solitary, pair, gang (3–4), pack (5–12), or school
(13–24).
Nauseating Flesh (Ex): A creature that damages a dread
lacedon with a bite attack, or swallows one whole, or Challenge Rating: Same as the base creature +1.
otherwise eats its flesh must succeed on a DC 20 Fortitude
save or be nauseated for 1 day. Success drops the duration Alignment: Always chaotic evil.
of the nausea to 1d4 rounds. Nausea can be negated by a Level Adjustment: Same as the base creature +4.
remove disease or purify food and drink effect.
Paralysis (Ex): A creature damaged by a dread lacedon’s
natural attack must succeed on a Fortitude save (DC 10 +
Dread Lacedon Characters
1/2 dread lacedon’s character level + dread lacedon’s Cha A dread lacedon favors whichever class the base creature does.
modifier) or be paralyzed for 1d4+1 rounds. The GM may, if desired, impose some penalty on a dread lacedon
character who stays out of water for too long. For instance, a dread
Special Qualities: The dread lacedon retains all the base creature’s lacedon character who stays on land long enough to dry out might
special qualities and gains the one described here. lose her control water, command lacedons and ghouls, and create
spawn abilities until she has been in water as long as she was out of it.
Turn Resistance (Ex): A dread lacedon has turn resistance +4.
Dread Lich
Like normal liches, dread liches are powerful undead spellcasters who used vile magic and dreadful ceremonies to prolong their time in
the living world. However, the process of becoming a dread lich is a greater secret than the evil ceremonies required to become a normal
lich. Although powerful spellcasters sometimes discover this secret while preparing for lichdom, most dread liches were once normal
liches who spent centuries researching arcane lore in search of the secret.
Dread Lich
ability. Its natural attacks are considered magic the dread lich reforms next to its phylactery 1d4 days
and evil-aligned for the purpose of overcoming after its apparent death. It does not matter how far away
damage reduction. the dread lich is from its phylactery, but the two must
be on the same plane. If the phylactery is on a different
Special Attacks: If the base creature is a normal lich,
plane, the dread lich reforms 1d4 days after the phylactery
the dread lich loses all the special attacks it gained
is brought to the plane on which the dread lich was destroyed.
from that template. Otherwise, the dread lich retains all
the base creature’s special attacks and gains those described Each dread lich must make its own phylactery—a task that
here. requires the Craft Wondrous Item feat. The base creature
must be able to cast spells or use spell-like abilities, and
Command Undead (Su): A dread lich can rebuke and
its caster level must be at least 15th. The phylactery costs
command other undead as a 15th-level evil cleric. If the
200,000 gp and 8,000 XP to create and has a caster level
dread lich has cleric levels, it commands and rebukes undead
equal to that of its creator at the time of creation.
as a 15th-level evil cleric or an evil cleric whose level equals
2 + the dread lich’s cleric class levels, whichever is greater. The most common kind of phylactery is a Tiny mithral box
that has hardness 20, 40 hit points, and a break DC of 40.
Empowered Spells (Ex): All of a dread lich’s spells from
Other types of phylacteries, such as rings, amulets, or similar
the Necromancy school, spells with the evil descriptor, and
items, can also exist.
spell-like abilities are automatically affected as if by the
Empower Spell feat. Such spells do not require higher-level Turn Resistance (Ex): A dread lich has turn resistance +4.
spell slots or increased casting times. The Empower Spell
feat cannot be used to further augment these spells. Unlimited Darkvision (Ex): A dread lich has darkvision
with a range equal to that of the base creature’s normal
Fear Gaze (Su): Every creature within 60 feet of the dread daylight vision or 120 feet, whichever is greater.
lich that looks at it must succeed on a Will save (DC 10 +
1/2 dread lich’s character level + dread lich’s Cha modifier) or Abilities: Increase from the base creature as follows: Str +4, Dex
be affected as though by fear (caster level equals dread lich’s +2, Int +4, Wis +4, Cha +4. As an undead creature, a dread
character level). As with most gaze attacks, the dread lich can lich has no Constitution score.
actively gaze at a specific foe as a standard action, causing that Skills: A dread lich receives a +8 racial bonus on Hide, Listen,
foe to make a new save against the gaze in addition to the Move Silently, Search, Sense Motive, and Spot checks, and
one it made on its turn in the initiative order. a +4 insight bonus on Decipher Script, Knowledge (any),
Paralyzing Touch (Su): Any living creature the dread lich Spellcraft, and Use Magic Device checks.
touches must succeed on a Fortitude save (DC 10 + 1/2 Feats: The dread lich gains Combat Casting, Extra Turning, Greater
dread lich’s character level + dread lich’s Cha modifier) or Spell Penetration, Spell Focus (necromancy), and Spell
be permanently paralyzed. Remove paralysis or any spell that Penetration as bonus feats if it does not already have them.
can remove a curse can free the victim (see the bestow curse
spell), but the effect cannot be dispelled. Anyone paralyzed Environment: Any.
by a dread lich seems dead, though a successful Spot check Organization: Solitary.
(DC 20) or Heal check (DC 15) reveals that the victim is still
alive. This power works in conjunction with the dread lich’s Challenge Rating: Same as the base creature +3.
damaging touch (see above) and with natural melee attacks. Alignment: Any nongood.
Spells: The dread lich can cast spells as it did in life. Level Adjustment: Same as the base creature +7.
Undead Outsiders?
As stated in the MM, outsiders do not have souls separate from their bodies, so they cannot be raised or resurrected normally.
This statement could be interpreted to mean that such a creature cannot become undead and still retain its knowledge and
personality, and thus would not be eligible for the dread lich template. Even so, a powerful outsider such as a titan might have
discovered some way to bypass this problem in its quest to become a lich.
81
- Sample Creature: Dread Lich Titan -
Huge Undead (Augmented Outsider, Chaotic, Extraplanar) armies of mortal creatures to quail, and few heroes can hope to
match its spellcasting power.
Hit Dice: 20d12 (130 hp)
Initiative: +2 A dread lich titan looks like a gigantic humanoid with shrunken
Speed: 40 ft. in half-plate armor (8 squares), base speed 60 ft., fly and withered flesh that makes it seem almost skeletal. It stands
60 ft. (perfect) about 25 feet tall and weighs approximately 4,000 pounds.
Armor Class: 45 (–2 size, +26 natural, +11 +4 half-plate armor),
Dread Lich
Dread Mohrg
20th.
it is willing. Darkvision 60 ft.
Strong Spellweaving (Ex): See the dread lich template.
Unlimited Darkvision (Ex): See the dread lich template.
Immunities (Ex): See the dread lich template.
Skills: See the dread lich template.
Phylactery (Ex): See the dread lich template.
Dread Mohrg
Some say that a dread mohrg is the restless spirit of a sentient creature that perished from starvation and never received a proper burial.
Others say that it is all that remains of a mortal punished by the gods for gluttony or for starving other creatures.
Most of a dread mohrg’s flesh and organs have long ago sloughed off its bones or been pecked away by scavengers, but its intestines
remain—still moist and bloody despite baking sun and drying wind. The creature’s guts squirm and writhe of their own accord, and even
snake up through its mouth. Its intestine-tongue is tipped with a sharp and hollow spike made of bone, which the dread mohrg uses to
lash out at living creatures.
Tongue Attack (Ex): A dread mohrg’s deadly “tongue” is Dex +8. As an undead creature, a dread mohrg has no
actually an end of its throat or intestines pushed up through Constitution score.
its mouth. Its tongue attack counts a piercing weapon. The
Skills: A dread mohrg has a +8 racial bonus on Climb, Hide,
dread mohrg can paralyze with a successful touch attack and a
Listen, Move Silently, Spot, and Swim checks.
normal melee attack using its tongue. Making a touch attack to
paralyze a target does not provoke an attack of opportunity. Feats: A dread mohrg gains Improved Grapple and Multiattack as
bonus feats if it did not already have them.
Unnatural Aura (Su): Any creature of the animal type
within 30 feet of a dread mohrg automatically becomes Environment: Any.
panicked and remains so until the distance between it and
the dread mohrg is at least 30 feet. See the DMG for a Organization: Solitary, gang (1 mohrg and 2–12 zombies), or
description of the panicked condition. mob (2–4 mohrgs and 4–24 zombies).
Special Qualities: The dread mohrg retains all the base creature’s Challenge Rating: Same as the base creature +2.
special qualities and gains those described here. Alignment: Always chaotic evil.
Resistances (Ex): A dread mohrg gains resistance to cold 15, Level Adjustment: Same as the base creature +5.
electricity 15, and fire 15.
Turn Resistance (Ex): A dread mohrg has turn resistance +4. Dread Mohrg Characters
Abilities: Increase from the base creature as follows: Str +10, A dread mohrg favors whichever class the base creature does.
Dread Mohrg
longer make a bite or tongue attack with a severed head but takes critical hits, nonlethal damage, ability damage to its physical ability
no other penalties. Each time a head is severed, two new heads scores, ability drain, energy drain, fatigue, exhaustion, or death
spring from the stump in 1d4 rounds. Each of these heads has from massive damage. It cannot be raised, and resurrection works
both a bite and a tongue attack. A seven-headed dread mohrg only if it is willing. Darkvision 60 ft.
cryohydra can never have more than fourteen heads at any one
time, and any extra heads it gains beyond its original number Skills: A seven-headed dread mohrg cryohydra has a +2 racial
fall off within a day. To prevent a severed head from growing bonus on Listen and Spot checks, thanks to its multiple heads,
back into two heads, at least 5 points of fire or acid damage and a +8 racial bonus on Climb, Hide, Listen, Move Silently, Spot,
must be dealt to the stump (a touch attack to hit) before the and Swim checks. A dread mohrg cryohydra has an additional +8
new heads appear. A flaming weapon (or similar effect) deals its racial bonus on any Swim check to perform some special action or
energy damage to the stump in the same blow in which a head is avoid a hazard. It can always choose to take 10 on a Swim check,
severed. Fire or acid damage from an area effect (such as a fireball even if distracted or endangered. It can use the run action while
spell or dragon breath) may burn multiple stumps in addition swimming, provided it swims in a straight line.
to dealing damage to the dread mohrg cryohydra’s body. Feats: A seven-headed dread mohrg cryohydra’s Combat
A dread mohrg cryohydra does not die from losing its Reflexes feat allows it to use all its heads for attacks of
heads until all its heads have been cut off and the opportunity.
stumps seared by fire or acid.
A dread mohrg cryohydra’s body
can be slain just like any other
creature’s, but the creature
possesses fast healing and is
difficult to defeat in this fashion.
Any attack that is not (or
cannot be) an attempt to
sunder a head affects the
body. For example, area
effects deal damage
to the body, not to the
heads. Targeted magical
effects cannot sever heads (and
thus must be directed at the
body) unless they deal slashing
damage and could be used to
make sunder attempts.
Breath Weapon (Su): A seven-headed dread
mohrg cryohydra can breathe a jet of frost 10 feet
high, 10 feet wide, and 20 feet long once every 1d4
rounds. All heads can breathe,
but they cannot attack in
the round that they breathe
unless under the influence of
a haste spell or similar effect.
The jet deals 21d6 points
of cold damage. A successful
DC 13 Reflex save halves the
damage.
Command Mohrgs and Zombies
(Su): See the dread mohrg template.
Create Spawn (Su): See
the dread mohrg
template.
Paralysis (Ex): DC 12
Fortitude save; see the
dread mohrg template.
85
Dread Mummy
Cradled in the scorching sands beneath the relentless sun lie the tombs of kings and pharaohs. But those interred within these structures
do not always rest quietly—some rise from their sarcophagi and crypts to walk the land as mummies. A few, known as dread mummies,
become kings among the undead. These lords of death learn to command their fellows and visit destruction upon those who dare to stir
their wrath.
Dread Mummy
A dread mummy’s flesh atrophies after death, allowing its skin to shrink tightly against its bones. Although not all dread mummies are
wrapped in funerary cloth, many are.
Dread Mummy
Mummy rot is a powerful curse, not a natural disease. A Fire Vulnerability (Ex): A dread mummy takes double
character attempting to cast a conjuration (healing) spell on a damage from fire unless a successful save allows it to take
creature afflicted with mummy rot must succeed on a DC 20 half damage. On a successful save it takes half damage, and
caster level check, or the spell has no effect on that creature. on a failed save it takes double damage.
The first step in eliminating mummy rot is to remove the
Resistance to Cold (Ex): A dread mummy has cold resistance 10.
curse with a break enchantment or remove curse effect (DC 20
caster level check for either). Thereafter, no caster level check is Resistant to Blows (Ex): Dread mummies take only half
necessary to cast healing spells on the victim, and the mummy damage from melee and ranged weapons, natural weapons, and
rot can be magically cured just like any normal disease can. falls. Apply this reduction before applying damage reduction.
A creature killed by a dread mummy’s mummy rot turns to
dust and blows away on the first gust of air unless both remove Turn Resistance (Ex): A dread mummy has turn resistance +4.
disease and raise dead are cast on the remains within 6 rounds. Abilities: Change from the base creature as follows: Str +14, Dex
Spell-Like Abilities: The dread mummy gains all of the +4, Int +2, Wis +4, Cha +4. As an undead creature, a dread
following spell-like abilities that a druid of a level equal mummy has no Constitution score.
to the dread mummy’s character level could cast. At Environment: Any.
will—animal messenger, calm animals, heat metal, summon
swarm; 2/day—commune with nature, control winds, dominate Organization: Solitary, pair, or gang (3–4).
animal, insect plague; 1/day—control weather, creeping doom, Challenge Rating: Same as the base creature +3.
earthquake, sunbeam. Caster level equals dread mummy’s
character level. The save DCs are Charisma-based. Alignment: Any evil.
Special Qualities: The dread mummy retains all the base creature’s Level Adjustment: Same as the base creature +7.
special qualities and gains those described here.
Damage Reduction (Ex): A dread mummy has damage Dread Mummy Characters
reduction 5/—. A dread mummy favors whichever class the base creature does.
taking the most direct route available. If the path leads into
a dangerous area (through flame, off a cliff, or the like), the
victim gets a second saving throw. Captivated creatures can
take no actions other than to defend themselves. (Thus, a
fighter cannot run away or attack but takes no defensive
penalties.) A victim within 5 feet of the dread mummy harpy
stands there and offers no resistance to the monster’s attacks.
The effect continues for as long as the dread mummy harpy
sings and for 1 round thereafter. A bard’s countersong ability
allows the captivated creature to attempt a new Will save.
Command Undead (Su): See the dread mummy template.
Create Spawn (Su): See the dread mummy template.
Gaze of Despair (Su): DC 18 Fortitude save; see the dread
mummy template.
Mummy Rot (Su): DC 18 Fortitude save; see the dread
mummy template.
Spell-Like Abilities: At will—animal messenger, calm animals
(DC 16), heat metal (DC 17), summon swarm. Caster level 7th.
Fire Vulnerability (Ex): See the dread mummy template.
Resistance to Cold (Ex): See the dread mummy template.
Resistant to Blows (Ex): See the dread mummy template.
hits, nonlethal damage, ability damage to its physical ability scores,
Turn Resistance (Ex): See the dread mummy template. ability drain, energy drain, fatigue, exhaustion, or death from
massive damage. It cannot be raised, and resurrection works only if
Undead Traits: A dread mummy harpy is immune to mind-
it is willing. Darkvision 60 ft.
affecting effects, poison, sleep effects, paralysis, stunning, disease,
death effects, and any effect that requires a Fortitude save unless Skills: A dread mummy harpy has a +4 racial bonus on Bluff and
it also works on objects or is harmless. It is not subject to critical Listen checks.
Dread Shadow
Dread shadows exist in the terrible half-life of undead creatures. Like normal shadows, they are sentient pools of darkness and negative
energy that drain strength and life from living creatures. As the lords of their kind, however, dread shadows can command lesser shadows
and leap from darkness to darkness at will. A dread shadow makes no sound and seeks only to harm the living.
A dread shadow looks like a darker version of the original creature. Its form is composed of shade and darkness.
Dread Shadow
Class equal to its Charisma bonus or +1, whichever is command of its creator and remains so until either it or the
higher. Dread shadows cannot use or carry equipment of creator is destroyed. A standard shadow from the MM can
any kind. be advanced in HD to represent a more powerful creature,
and this template can be used to create a normal shadow
Attack: The dread shadow retains all the base creature’s natural
(see the Creating a Normal Shadow sidebar).
attacks, and its weapon and armor proficiencies. However,
all its attacks become incorporeal touch attacks, retaining Strength Damage (Su): A creature struck by a dread
the same primary or secondary status they had for the base shadow’s incorporeal touch attack takes Strength damage
creature. The dread shadow gains a primary incorporeal as given on the Damage table. A creature reduced to 0
touch attack if it has no other natural attacks. Strength dies.
A dread shadow uses its primary incorporeal touch attack when Special Qualities: The dread shadow retains all the base creature’s
making an attack action. Because an incorporeal creature special qualities that do not require corporeal contact with
has no Strength score, its Dexterity modifier rather than its another creature and gains those described here.
Strength modifier applies to all its attack rolls.
Shadow Slip (Su): At will, a dread shadow can use dimension
Full Attack: A dread shadow uses all its incorporeal touch attacks door as the spell (caster level 7th) as a move action. It must
during a full attack. move from a place of darkness or shadow to another place
or darkness or shadow that it can see. Using this ability does
Damage: The dread shadow’s natural attacks no longer deal
not provoke an attack of opportunity.
normal damage. Instead, each incorporeal touch attack deals
Strength damage, as indicated on the following table. Turn Resistance (Ex): A dread shadow has turn resistance +3.
Abilities: Change from the base creature as follows: Dex +4,
Damage Int –4 (minimum 0), Wis +2, Cha +2. As an incorporeal
Size Strength Damage creature, a dread shadow lacks a Strength score, and as an
undead creature, it has no Constitution score.
Fine to Tiny 1d4
Small to Large 1d6 Environment: Any.
Huge to Colossal 1d8 Organization: Solitary, pair, gang (3–5), or swarm (6–11).
Special Attacks: The dread shadow loses all special attacks that Challenge Rating: Same as the base creature +2.
require corporeal contact but gains those described here. Treasure: None. Dread shadows cannot use equipment.
A dread shadow cannot cast spells that require material
components unless it has the Eschew Materials feat. Alignment: Always chaotic evil.
Command Shadows (Su): A dread shadow can automatically Level Adjustment: Same as the base creature +4.
command all normal shadows within 30 feet as a free
action. Normal shadows never attack a dread shadow unless
compelled.
Dread Shadow Characters
A dread shadow favors whichever class the base creature does. A GM
Create Spawn (Su): Any creature with a Charisma score of that allows players to play dread shadows despite their evil nature
15 or higher that is killed by a dread shadow rises as a dread should be aware that an incorporeal spellcaster can wreak havoc on a
shadow in 1d4 rounds. Any other creature slain by a dread campaign. A level adjustment of +5 or +6 might be more appropriate
shadow instead rises as a normal shadow in 1d4 rounds. A for a character who is primarily a spellcaster. Since a dread shadow
shadow or dread shadow created in this manner is under the cannot wield equipment, it may be unsuitable for use as a PC race.
89
- Sample Creature: Dread Shadow Achaierai -
Large Undead (Augmented Outsider, Evil, Extraplanar,
Incorporeal, Lawful)
Hit Dice: 6d12 (39 hp)
Initiative: +3
Dread Shadow
Dread Skeleton
and their living forms could.
Most dread skeletons are motivated by hatred of the living and a desire to dominate all they survey. They seek the death of the living
and even resent the existence of other thinking undead. Dread skeletons prefer to be the only free-willed creatures in the world, but they
suffer the existence of others in order to attain their goal of dominance and gain more mindless skeleton servants.
Armor Class
Size Natural Armor Bonus
Tiny or smaller +0
Small +1
Medium +2
Large +3
Huge +4
Gargantuan +6
Colossal +10
Attack: The dread skeleton retains all the base
creature’s attacks using limbs that have
bones, teeth, or exoskeletons, and it also
retains the base creature’s weapon and armor
proficiencies. Attacks with boneless limbs
such as tentacles are lost. The dread skeleton’s
attacks retain the same primary or secondary
status they had for the base creature. If the
base creature possesses at least one arm but
has no natural attacks with it, the dread
skeleton gains a claw attack with each such
limb. The claws are primary attacks if the
base creature has no other natural attacks, or
secondary attacks otherwise.
Damage: If the dread skeleton gained claw attacks
from the application of this template, the 91
Low-Level Liches
Using the dread skeleton template is a great way to create surprising encounters. Players are familiar with skeletons and won’t
expect one to pose much of a threat. But because the template allows the dread skeleton to have the base creature’s special attacks
and special qualities, a dread skeleton can surprise players by breathing fire or casting a spell. Such a tactic is sure to send characters
(especially low-level ones) scurrying for cover with thoughts of liches on their minds. It’s a great way to keep players on their toes
Dread Skeleton
and make an undead encounter exciting, mysterious, and scary—without actually pitting the PCs against too powerful a threat.
Special Attacks: The dread skeleton retains all the base creature’s Turn Resistance (Ex): A dread skeleton has turn resistance +2.
special attacks and gains those described here.
Abilities: Change from the base creature as follows: Dex +2, Int
Command Skeletons (Su): A dread skeleton can –4 (minimum 0). As an undead creature, a dread skeleton
automatically command all normal skeletons within 30 has no Constitution score.
feet as a free action. Normal skeletons never attack a dread
Feats: A dread skeleton gains Improved Initiative as a bonus feat.
skeleton unless compelled.
Environment: Any.
Unnatural Aura (Su): Any creature of the animal type
within 30 feet of a dread skeleton automatically becomes Organization: Solitary or gang (1 dread skeleton plus 1d10
panicked and remains so until the distance between it and skeletons).
the dread skeleton is at least 30 feet. See the DMG for a
description of the panicked condition. Challenge Rating: Same as the base creature +1.
Special Qualities: The dread skeleton retains all the base Alignment: Always evil (any).
creature’s special qualities and gains those described here. Level Adjustment: Same as the base creature +3.
Damage Reduction (Ex): A dread skeleton has damage
reduction 10/bludgeoning. Dread Skeleton Characters
Immunity to Cold (Ex): Dread skeletons are immune to cold. A dread skeleton favors whichever class the base creature does.
Dread Spectre
Creating a Dread Spectre
“Dread spectre” is an acquired template that can be added to any (see Energy Drain, below). If the dread spectre gained
living, intelligent creature killed by a spectre or a dread spectre an incorporeal touch attack from the application of this
(referred to hereafter as the base creature). template, its damage is as given on the following table.
A dread spectre uses all the base creature’s statistics and special
abilities except as noted here. Damage
Size and Type: The creature’s type changes to undead with the Size Incorporeal Touch Damage
appropriate augmented subtype, plus the incorporeal Fine 1d2
subtype if the base creature did not already have it. Do not Diminutive 1d3
recalculate base attack bonuses, saves, or skill points. Size is Tiny 1d4
unchanged. Small 1d6
Hit Dice: Increase all current and future Hit Dice to d12s. Medium 1d8
Large 2d6
Speed: A dread spectre loses all the base creature’s speeds and Huge 2d8
gains a fly speed equal to double the base creature’s highest Gargantuan 4d6
speed, with perfect maneuverability. Colossal 4d8
Armor Class: The base creature’s armor, shield, and natural armor Special Attacks: The dread spectre loses all special attacks that
bonuses no longer apply, but the dread spectre gains a require corporeal contact but gains those described here. A
deflection bonus to Armor Class equal to its Charisma dread spectre cannot cast spells that require material
bonus or +1, whichever is higher. Dread components unless it has the Eschew Materials feat.
spectres cannot use or carry equipment of
any kind. Command Spectres (Su): A dread spectre can
automatically command all normal spectres within 30
Attack: The dread spectre retains all the base feet as a free action. Normal spectres never attack a
creature’s natural attacks, and its weapon and dread spectre unless compelled.
armor proficiencies. However, all its attacks
become incorporeal touch attacks, retaining Create Spawn (Su): Any creature with a Charisma
the same primary or secondary status they had for the base score of 16 or higher that is killed by a dread spectre rises
creature. The dread spectre gains a primary incorporeal as a dread spectre in 1d4 rounds. Any other creature slain
touch attack if it has no other natural attacks. by a dread spectre instead rises as a normal spectre in 1d4
rounds. A spectre or dread spectre created in this manner
A dread spectre uses its primary incorporeal touch attack is under the command of its creator and remains so until
when making an attack action. Because an incorporeal either it or the creator is destroyed. A standard spectre
creature has no Strength score, its Dexterity modifier rather from the MM can be advanced in HD to represent a more
than its Strength modifier applies to all its attack rolls. powerful creature, and this template can be used to create
Full Attack: A dread spectre uses all its incorporeal touch attacks a normal spectre (see the Creating a Normal Spectre
during a full attack. sidebar).
Damage: The dread spectre’s incorporeal touch attacks deal Energy Drain (Su): Any creature struck by a dread spectre’s
normal damage unmodified by Strength and energy drain incorporeal touch attack gains 2 negative levels. The
5d6 rounds. This ability affects only creatures with fewer Environment: Any.
character levels than the dread spectre. A creature that
successfully saves is immune to that dread spectre’s frightful Organization: Solitary, pair, or gang (3–5).
presence for 1 day. Challenge Rating: Same as the base creature +3.
Unnatural Aura (Su): Any creature of the animal type Treasure: None. Dread spectres cannot use equipment.
within 30 feet of a dread spectre automatically becomes
panicked and remains so until the distance between it and Alignment: Always neutral evil.
the dread spectre is at least 30 feet. See the DMG for a Level Adjustment: Same as the base creature +7.
description of the panicked condition.
Special Qualities: The dread spectre retains all the base
creature’s special qualities that do not require corporeal
Dread Spectre Characters
contact with another creature and gains those described A dread spectre favors whichever class the base creature does. A GM
here. that allows players to play dread spectres despite their evil nature
should be aware that an incorporeal spellcaster can wreak havoc on a
Daylight Vulnerability (Ex): A dread spectre is not campaign. A level adjustment of +8 or +9 might be more appropriate
powerless in natural daylight and does not flee from it like for a character who is primarily a spellcaster. Since a dread spectre
a normal spectre, but it does take a –4 penalty on all attack cannot wield equipment, it may be unsuitable for use as a PC race.
Environment: Any Create Spawn (Su): See the dread spectre template.
Organization: Solitary Energy Drain (Su): DC 19 Fortitude save to remove; see the
Challenge Rating: 10 dread spectre template.
Treasure: None
Alignment: Always neutral evil Frightful Presence (Ex): DC 19 Will save; see the dread spectre
Advancement: 7–12 HD (Medium) template.
Level Adjustment: +14 Spell-Like Abilities: 1/day—dimension door. Caster level 7th.
Here is an example of a dread spectre using a nymph as the base Spells: A dread spectre nymph casts divine spells as a 7th-level
creature. druid.
A dread spectre nymph’s beauty is both ethereal and deadly. Few Typical Druid Spells Prepared (6/5/4/3/1, save DC 13 + spell level):
survive an encounter with one, and those who do rarely find joy in 0—create water, detect magic, flare, guidance, light, resistance; 1st—
beauty ever again. calm animal, entangle (3), longstrider; 2nd—cat’s grace, chill metal,
94 A dread spectre nymph possesses a haunting loveliness far more heat metal (2); 3rd—call lightning (3), sleet storm; 4th—ice storm.
Stunning Glance (Su): As a standard action, a dread spectre
nymph can glance at a particular creature within 30 feet.
The target creature must succeed on a DC 19 Fortitude
save or be stunned for 2d4 rounds. The save DC is
Charisma-based.
Unnatural Aura (Su): See the dread spectre template.
Daylight Vulnerability (Ex): See the dread spectre
Dread Wight
template.
Turn Resistance (Ex): See the dread spectre template.
Undead Traits: A dread spectre nymph is immune to mind-
affecting effects, poison, sleep effects, paralysis, stunning, disease,
death effects, and any effect that requires a Fortitude save unless
it also works on objects or is harmless. It is not subject to
critical hits, nonlethal damage, ability damage to its
physical ability scores, ability drain, energy drain, fatigue,
exhaustion, or death from massive damage. It cannot
be raised, and resurrection works only if it is willing.
Darkvision 60 ft.
Unearthly Grace (Su): A dread spectre nymph adds
its Charisma modifier to all its saving throws (already
reflected in the statistics block above).
Wild Empathy (Ex): This power works like the druid’s
wild empathy class feature, except a dread spectre nymph has
a +12 bonus on the check. Its unnatural aura limits the use of
this skill to distances greater than 30 feet.
Dread Wight
Dread wights are the animate remains of creatures that were terribly violent and hateful in life. They exist only to continue their reign of
terror against others, causing fear, pain, sorrow, and death whenever they can.
A dread wight has the features it did in life, but they are emaciated and wizened. Its face is constantly twisted into a rictus grin of cruelty,
and an intense hatred of the living burns in its eyes. Its weak-looking form disguises an unnatural strength and speed that makes its life-
draining powers stunningly deadly.
• Replace the template’s ability score adjustments with the following: +2 Str, +2 Dex, +2 Wis, +4 Cha.
Create Spawn (Su): Any creature killed by a dread wight’s Turn Resistance (Ex): A dread wight has turn resistance +4.
energy drain ability rises as a dread wight in 1d4 rounds. A
Abilities: Increase from the base creature as follows: Str +2, Dex
dread wight created in this manner is under the command of its
+4, Int +2, Wis +2, Cha +4. As an undead creature, a dread
creator and remains so until either it or the creator is destroyed.
wight has no Constitution score.
Energy Drain (Ex): A creature struck by a dread wight’s natural
Skills: A dread wight has a +8 racial bonus on Move Silently checks.
attack gains one negative level. The DC for the Fortitude
save to remove the negative level is 10 + 1/2 the dread wight’s Environment: Any.
character level + the dread wight’s Cha modifier. Organization: Solitary, pair, gang (3–5), or pack (6–11).
Special Qualities: The dread wight retains all the base creature’s Challenge Rating: Same as the base creature +2.
special qualities and gains those described here.
Alignment: Always lawful evil.
Blindsense (Ex): A dread wight can locate creatures within a Level Adjustment: Same as the base creature +5.
60-foot radius.
Dread Vampire
its thick hide to protect it from reprisal. A dread wight gargoyle’s it also works on objects or is harmless. It is not subject to critical
natural weapons are treated as magic weapons for the purpose of hits, nonlethal damage, ability damage to its physical ability scores,
overcoming damage reduction. ability drain, energy drain, fatigue, exhaustion, or death from
massive damage. It cannot be raised, and resurrection works only if
Command Wights (Su): See the dread wight template. it is willing. Darkvision 60 ft.
Create Spawn (Su): See the dread wight template. Skills: A dread wight gargoyle has a +2 racial bonus on Hide,
Energy Drain (Ex): DC 12 Fortitude save; see the dread wight Listen, and Spot checks, and a +8 racial bonus on Move Silently
template. checks. *The Hide bonus increases by +8 when the dread wight
gargoyle is concealed against a background of stone.
Blindsense (Ex): See the dread wight template.
Dread Vampire
Princes of darkness and queens of the night, dread vampires lurk in the dark places of the world, emerging by night to plague the living.
Dread vampires possess many of the characteristics of normal vampires, but they lack many traditional vampire weaknesses. They laugh at
garlic and holy symbols, mirrors reflect their visages normally, and they go where they please without need for invitation. Dread vampires
have even been known to pluck wooden stakes from their hearts and drive them through the chests of their attackers.
Dread vampires resemble normal vampires and have many of the same abilities. Only when a creature not normally subject to vampirism
exhibits a vampire’s powers or when a vampire proves invulnerable to the tactics that vampire hunters usually employ can a dread vampire
be positively identified as such. This knowledge, however, often comes too late.
Wholly evil and powerfully corrupt, dread vampires can master a host of lesser vampires and weak-minded creatures. Each dread vampire has its
own goals and personality, but most seek to dominate the world around them and lord their power over living slaves that they can use as desired.
the lesser creatures and undead of the world and can of lesser vampires. A dread vampire may voluntarily free an
summon them three times per day as a standard action. enslaved vampire or dread vampire in order to enslave a new
Each creature summoned must have an Intelligence score one, but once freed, the former spawn cannot be enslaved
of 2 or lower and must be of the animal, vermin, or undead again.
type. The dread vampire can summon any combination of
Dominate (Su): A dread vampire can crush an opponent’s
creatures so long as their encounter level is less than the
will just by looking into its eyes. This ability is similar to a
dread vampire’s Challenge Rating. Summoned creatures
gaze attack, except that it requires a standard action, and
arrive in 2d6 rounds and serve the dread vampire for up to 1
a creature that merely looks at the dread vampire is not
hour.
affected. Anyone the dread vampire targets must succeed
The specific creatures that the dread vampire summons on a Will save (DC 10 + 1/2 dread vampire’s character level
should be appropriate for it or its environment. For instance, + dread vampire’s Cha modifier) or fall instantly under its
a dread vampire dwarf living near caves might summon influence as though by a dominate monster spell (caster level
a bat swarm (of the swarm subtype), or a dread vampire equals dread vampire’s character level). The ability has a
drow might summon monstrous spiders. A dread vampire range of 30 feet.
elf in a forest might summon wolves or dire wolves, while
Energy Drain (Su): Any living creature hit by a dread
in a cemetery it might call up skeletons and zombies. A
vampire’s slam attack gains 2 negative levels. If the dread
dread vampire triton might call forth sharks, and a
vampire has additional natural melee attacks, any one
dread vampire giant eagle might summon eagles.
natural weapon (dread vampire’s choice
The summoned creatures can have templates
at the time of creation) can cause
applied so long as the alterations imposed by
energy drain with a successful hit.
such templates do not make the creatures
Energy drain is usable only once
ineligible for summoning with this
per round.
ability.
Spell-Like Abilities:
Create Spawn (Su): Dread vampires
3/day—darkness, fog cloud; 1/
can create spawn only if their
day—deeper darkness. Caster level
victims are kept in coffin homes, a special
equals dread vampire’s character level.
receptacle, until they rise. A coffin home can
be any container capable of accommodating the Special Qualities: The dread vampire
corpse. This container is often a coffin because retains all the base creature’s special qualities
ignorant family members of a dread vampire’s and gains those described here.
victims often bury their lost loved ones in the
Alternate Form (Su): As a standard action,
traditional manner. When a dread vampire wants
a dread vampire can assume the shape of
to make a specific creature its spawn, however, it
any kind of creature it can summon with
often places the body in a specifically designed
its children of the night ability. The dread
receptacle, such as an iron box. If a dread
vampire can even become a swarm (a
vampire’s or vampire’s coffin home is ever
creature of the swarm subtype), with all
destroyed, it cannot reform and is destroyed
the creatures in the swarm constituting its
when it reaches 0 hit points.
body. This ability is similar to a polymorph
Under these conditions, a humanoid spell (caster level 12th), except that the
or monstrous humanoid slain by a dread vampire does not regain hit
dread vampire’s energy drain attack points for changing form and can
rises as a vampire (see the assume only one form per use of
vampire template in the the ability. While in its alternate
MM) 24 hours after form, the dread vampire loses
death. Any creature with its dominate ability, but it
an Intelligence score retains all other special
of 3 or higher whose attacks and special qualities
Constitution score granted by the template and
reaches 0 from a dread gains the natural attacks and
vampire’s blood drain extraordinary abilities of its
attack returns as new form. The dread vampire
dread vampire 24 can remain in that form until
hours after death. it assumes another or until
A vampire or dread the next sunrise.
vampire created in
Blindsight (Ex): Using
this manner is under
98 its keen sense of hearing, a
dread vampire can discern the area around it without sight, ceiling as if affected by a spider climb spell. In addition, it
in a manner similar to a bat. A dread vampire has blindsight can use the accelerated climb action to cover any distance
to a range of 30 feet. up to four times its climb speed, with each check allowing
it to climb a distance equal to its climb speed. Climbing
Damage Reduction (Su): Because a dread vampire’s undead
a distance equal to or less than its climb speed is a move-
body is tough, it gains damage reduction 10/good and
equivalent action.
silver. A dread vampire’s natural weapons, and any weapons
it wields, are treated as magic for overcoming damage Water Vulnerability (Ex): Running water (including the
Dread Vampire
reduction. sea) deals 5 points of damage per round that the dread
vampire is in contact with it, and its fast healing ability does
Darkvision (Ex): A dread vampire has darkvision to a range
not function during this time. Unlike its weaker cousins,
of 120 feet.
however, a dread vampire can cross running water without
Fast Healing (Ex): A dread vampire heals 5 points of the protection of its coffin home.
damage each round so long as it has at least 1 hit point. If
Abilities: Increase from the base creature as follows: Str +8, Dex
reduced to 0 hit points in combat, it automatically assumes
+6, Int +4, Wis +4, Cha +6. As an undead creature, a dread
gaseous form and attempts to escape. It must reach its coffin
vampire has no Constitution score.
home within 2 hours or be utterly destroyed. (It can travel
up to 9 miles in 1 hour.) Once at rest in its coffin home, Skills: A dread vampire receives a +10 racial bonus on Bluff, Hide,
it is helpless. It regains 1 hit point after 1 hour, then it is Listen, Move Silently, Search, Sense Motive, and Spot
no longer helpless and resumes healing at the rate of 5 hit checks. The dread vampire also receives a +8 racial bonus on
points per round. Climb checks and can always choose to take 10 on Climb
checks, even if rushed or threatened.
Gaseous Form (Su): As a standard action, a dread vampire
can assume gaseous form at will. This ability works like the Feats: A dread vampire gains Alertness, Combat Reflexes,
gaseous form spell (caster level 5th), except that the dread Improved Grapple, Improved Initiative, Lightning Reflexes,
vampire can remain gaseous indefinitely and has a fly speed and Track as bonus feats if it meets the prerequisites and
of 40 feet with perfect maneuverability. does not already have them.
Immunity to Cold (Ex): A dread vampire is immune to cold. Environment: Any, usually same as the base creature.
Resistances (Ex): A dread vampire has resistance 10 to acid, Organization: Solitary, pair, gang (3–5), or troop (1–2 plus 2–5
electricity, and sonic. spawn).
Scent (Ex): A dread vampire can detect approaching Challenge Rating: Same as the base creature +3.
enemies and sniff out hidden foes by sense of smell alone.
Treasure: Double standard.
See the MM for details of this quality.
Alignment: Any evil.
Sunlight Vulnerability (Ex): A dread vampire hates the sun
and takes 5 points of damage per round of direct exposure Level Adjustment: Same as the base creature +9.
to sunlight. It does not benefit from its fast healing when
exposed to sunlight.
Dread Vampire Characters
Supernatural Movement (Su): If the dread gained the ability
Dread vampires are always evil, so characters with classes requiring
to fly, climb, or move overland from the application of this
other alignments lose the corresponding class features. A cleric
template, those modes of movement are supernatural in
loses his ability to turn undead but gain the ability to rebuke
nature and are suppressed in an antimagic field.
undead. This ability does not affect the dread vampire’s controller
Turn Resistance (Ex): A dread vampire has turn resistance +6. or any other vampires that master controls. Dread vampire clerics
without patron deities have access to the Chaos, Destruction, Evil,
Uncanny Climber (Su): A dread vampire can climb with and Trickery domains.
its hands (or upper limbs) free and even walk about on the
This example uses a night hag as the base creature. another DC 18 Fortitude save or take 1 point of Constitution
drain. The save DC is Constitution-based.
Dread vampire night hags relish their undeath. In life, they were
cruel creatures that hungered for the souls of the innocent. The Dominate (Su): DC 18 Will save negates; see the dread vampire
dread vampire state allows them to continue this activity and template.
commit even more foul acts with impunity.
Dream Haunting (Su): A dread vampire night hag can visit the
Undeath accentuates the night hag’s already hideous appearance. dreams of chaotic or evil individuals by using a special periapt
Pinpricks of unwholesome light glimmer in its eyes, and its known as a heartstone to become ethereal, then hovering over
mouth—already filled with gnarled and needlelike teeth—bears the creature. Once it invades someone’s dreams, it rides on the
the two fearsome fangs of a vampire. Its skin is warty and bruise- victim’s back until dawn. The sleeper suffers from tormenting
blue, just as it was in life, but it often loses its hair in undeath, dreams and takes 1 point of Constitution drain upon awakening.
revealing a scabby and malformed skull. Only another ethereal being can stop these nocturnal intrusions
by confronting and defeating the dread vampire night hag.
A dread vampire night hag often spends the daylight hours on the
Ethereal Plane, stalking and watching its chosen victims from safety. Energy Drain (Su): See the dread vampire template.
At night, it either rides a dreaming victim or becomes material and
attacks with its vicious bite. A dread vampire night hag often keeps its Spell-Like Abilities: At will—detect chaos, detect evil, detect good,
coffin home in a hidden place on the Ethereal Plane, detect law, detect magic, magic missile, polymorph (self only), ray of
guarded by its servitor vampires and dread enfeeblement (DC 15), sleep (DC 15); 3/day—darkness, fog cloud;
vampires. So long as the dread vampire night 1/day—deeper darkness. Caster level 8th. A night hag can use
hag possesses its heartstone, it can flee to the etherealness at will (caster level 16th) so long as it possesses its
Ethereal Plane even while gaseous. heartstone (see below). The save DCs are Charisma-
based.
Dread vampire night hags speak
Abyssal, Celestial, Common, Alternate Form
and Infernal. (Su): See the dread
vampire template.
Combat Blindsight (Ex): 30
A dread vampire night feet; see the dread
hag fights well even vampire template.
while gaseous. While Fast Healing (Ex):
in that state, it can use See the dread vampire
its spell-like abilities on template.
foes and can travel faster
than it can either on foot Gaseous Form (Su): See the
or in flight. When not in dread vampire template.
gaseous form, the dread Immunity to Cold (Ex): See
vampire night hag begins the dread vampire template.
combat by employing its
bite attack against weak- Resistances (Ex): See the dread
looking foes. vampire template.
Undead Outsiders?
As stated in the MM, outsiders do not have souls separate from their bodies, so they cannot be raised or resurrected normally.
This statement could be interpreted to mean that such a creature cannot become undead and still retain its knowledge and
personality, and thus would not be eligible for the dread vampire template. Even so, a powerful outsider such as a night hag
might have discovered some way to bypass this problem in its quest to become a vampire.
100
Turn Resistance (Ex): See the dread vampire template. and can always choose to take 10 on Climb checks, even if
rushed or threatened.
Uncanny Climber (Ex): See the dread vampire template.
Undead Traits: A dread vampire night hag is immune to mind- Heartstone
Attack: The dread wraith sovereign retains all the base creature’s Special Attacks: The dread wraith sovereign loses all special
natural attacks, and its weapon and armor proficiencies. attacks that require corporeal contact but gains those
However, all its attacks become incorporeal touch attacks, described here. A dread wraith sovereign cannot cast spells
retaining the same primary or secondary status they had for requiring material components unless it has the Eschew
the base creature. The dread wraith sovereign gains a primary Materials feat.
incorporeal touch attack if it has no other natural attacks.
Command Wraiths (Su): A dread wraith sovereign can
A dread wraith sovereign uses its primary incorporeal touch automatically command all normal wraiths and dread wraiths
attack when making an attack action. Because an incorporeal within 30 feet as a free action. Normal wraiths and dread
creature has no Strength score, its Dexterity modifier rather wraiths never attack a dread wraith sovereign unless compelled.
than its Strength modifier applies to all its attack rolls.
Constitution Drain (Su): A dread wraith sovereign’s
Full Attack: A dread wraith sovereign uses all its incorporeal incorporeal touch attack deals 1d8 points of Constitution
touch attacks during a full attack. drain unless the creature struck succeeds on a Fortitude
save (DC 10 + 1/2 dread wraith sovereign’s character level +
Damage: The dread wraith sovereign’s incorporeal touch
dread wraith sovereign’s Cha modifier).
attacks deal normal damage unmodified by Strength and
Constitution drain (see Constitution Drain). If the dread Create Spawn (Su): Any creature slain by a dread wraith
wraith sovereign gained an incorporeal touch attack from sovereign’s Constitution drain or incorporeal touch attack
the application of this template, its damage is as given on rises as a dread wraith (see the MM) in 1d4 rounds. A
the following table. Any damage dealt by the dread wraith dread wraith created in this manner is under the command
sovereign’s natural attacks ignores damage reduction. of its creator and remains so until either it or the creator is
destroyed. When a dread wraith sovereign is killed, one of its
Damage dread wraith spawn that had 10 or more character levels in
life becomes a dread wraith sovereign (created by applying
Size Incorporeal Touch Damage the template to the original base creature as it was in life).
Fine 1 Unnatural Aura (Su): Any creature of the animal type within
Diminutive 1d3 100 feet of a dread wraith sovereign automatically becomes
Tiny 1d4 panicked and remains so until the distance between it and the
Small 1d6 dread wraith sovereign is at least 100 feet. See the DMG for a
Medium 1d8 description of the panicked condition.
Large 2d6
Huge 2d8 Unnatural Chill (Su): The area around a dread wraith sovereign
Gargantuan 4d6 is noticeably colder than the ambient temperature. Each
Colossal 4d8 creature within 30 feet of a dread wraith sovereign takes 2d6
102 points of cold damage and must succeed on a Fortitude save
(DC 10 + 1/2 dread wraith sovereign’s character level + dread Turn Resistance (Ex): A dread wraith sovereign has turn
wraith sovereign’s Cha modifier) or be paralyzed. The damage resistance +4.
and the saving throw are repeated each round that the creature
Abilities: Increase from the base creature as follows: Dex +20, Int
remains within range. A creature that takes cold damage or is
+6, Wis +8, Cha +14. As an incorporeal creature, a dread
Incorporeal Traits: A dread wraith sovereign trumpet archon Turn Resistance (Ex): See the dread wraith sovereign template.
is harmed only by other incorporeal creatures, magic weapons,
Undead Traits: A dread wraith sovereign trumpet archon is
spells, spell-like abilities, and supernatural abilities. It has a 50%
immune to mind-affecting effects, poison, sleep effects, paralysis,
chance to ignore any damage from a corporeal source, except for
stunning, disease, death effects, and any effect that requires a
force effects or attacks made with ghost touch weapons. It can
Fortitude save unless it also works on objects or is harmless. It
pass through solid objects, but not force effects, at will. Its attacks
is not subject to critical hits, nonlethal damage, ability damage
ignore natural armor, armor, and shields, but deflection bonuses
to its physical ability scores, ability drain, energy drain, fatigue,
and force effects work normally against them. An incorporeal
exhaustion, or death from massive damage. It cannot be raised, and
creature always moves silently and cannot be heard with Listen
resurrection works only if it is willing. Darkvision 60 ft.
checks if it doesn’t wish to be.
Undead Outsiders?
As noted in the MM, outsiders do not have souls separate from their bodies, so they cannot be raised or resurrected normally.
This statement could be interpreted to mean that they cannot become undead that retain their knowledge and personalities—
especially incorporeal undead. If you want to adhere to that interpretation, you certainly can. Just keep in mind that undead
outsiders are an equally viable option and could offer some great adventure plots.
104
Dread Zombie
Though they resemble the mindless undead that fill out the ranks of armies commanded by evil necromancers and the clerics of dark
gods, dread zombies (sometimes known as zombie lords) are fit to command such troops themselves. Dread zombies are created when
the magic used to animate a zombie or other corporeal undead goes awry, or when a dread mummy breathes death on a living creature.
Sometimes when the ceremony to create a lich fails, the would-be lich instead becomes a dread zombie, attaining eternal unlife at an
Dread Zombie
unexpected cost—the loss of some of the intelligence it had in life. These undead recognize and mourn their lost mental acuity, and this
knowledge translates into a sick hunger for living brains.
A dread zombie looks like the walking corpse of a living creature. Maggots writhe beneath its papery skin, and worms crawl through its
muscles. Its eyes, however, are not the foggy, fluid-filled orbs of a normal zombie—they shine with a lifelike and evil intelligence.
Mmm, Brains. . .
If you’d like zombies in your game to be brain-eating monsters, but you don’t want them all to be dread zombies, simply use the
standard zombie template from the MM, but give the zombie the brain consumption ability from the dread zombie template.
Although this attack can cause instantaneous death, it’s difficult for a normal zombie to use because it requires at least two
successful grapple attempts on separate rounds, giving the victim several chances to escape or stave off pinning. Thus, giving this
ability to a standard zombie does not increase its CR.
105
Abilities: Change from the base creature as follows: +4 Str, –2 Challenge Rating: Same as the base creature +1.
Dex, –4 Int (minimum 0), –4 Cha (minimum 1). A dread
Alignment: Always neutral evil.
zombie has no Constitution score.
Level Adjustment: Same as the base creature +3.
Feats: A dread zombie gains Toughness as a bonus feat.
Environment: Any. Dread Zombie Characters
Organization: Solitary or gang (1 plus 1–10 zombies). A dread zombie favors whichever class the base creature does.
Dread Zombie
Dream Creature
a monster or poison might be the cause of the coma, but the comatose creature always moves in its sleep during the transformation to a
dream creature. When it awakens, its consciousness lies somewhere between slumberous thought and reality.
Dream creatures often appear distracted, and daydreaming is common. When they use their power to merge the waking and dreaming
worlds, however, their minds gain a crystal clarity and focus that is reflected on their countenances. Guided by the strange and mutable
thought patterns of dreamers, dream creatures are chaotic by nature, but other than their powers and distracted demeanors, they have
little in common with each other.
Organization: Solitary. the abilities granted by the template make the balancing act of lost
Challenge Rating: Same as the base creature +1. Hit Dice and a high level adjustment too difficult.
Dust Creature
Waking Dreams (Su): See the dream creature template. and Disguise checks increases by an additional +4.
Dust Creature
Though native to both the Elemental Plane of Earth and the Elemental Plane of Air, dust creatures sometimes migrate to the Material
Plane and take up residence there. Though this tendency to move about indicates a somewhat adventurous nature, dust creatures exhibit
little of the curiosity about other beings that most highly mobile creatures have. In fact, they tend to be brusque and aloof with creatures
not of the earth or air subtype.
Dust creatures come in as many colors as sand. The typical specimen has a body of multiple hues, covered in whorls of sand that mimic
the blowing dust they can summon and control.
109
Skills: A dust creature gains a +4 racial bonus on Move Silently Challenge Rating: Same as the base creature +1.
checks.
Level Adjustment: Same as the base creature +3.
Languages: If the dust creature can speak, it gains the ability to
speak Auran and Terran in addition to any other languages
the base creature knows.
Dust Creature Characters
A dust creature favors whichever class the base creature does. Dust
Environment: Same as the base creature, plus the Elemental creatures tend to have abrasive personalities, but they can become
Plane of Air and the Elemental Plane of Earth.
Dust Creature
Element-Infused Creature
Airborne (Su): See the dust creature template.
magical bonus on attack rolls, the DC increases by that amount.) The
Elemental Traits: A dust stone giant has immunity to poison, dust stone giant must be ready for and aware of the attack in order
sleep effects, paralysis, and stunning. It is not subject to critical hits to make a rock catching attempt. A dust stone giant gains a +4 racial
or flanking. It cannot be raised, reincarnated or resurrected (though a bonus on its Reflex save when attempting to catch a thrown rock.
limited wish, wish, miracle, or true resurrection spell can restore life).
Darkvision 60 ft. Skills: *A dust stone giant gains a +8 racial bonus on Hide checks
in rocky terrain.
Element-Infused Creature
Nature gods and the lords of the elements sometimes grant their champions special powers, infusing them with the essence of one of
the four elemental planes. The powers in control of the elements grant this gift only rarely, since its strength can remain in a bloodline
for many generations. In fact, element-infused creatures occasionally become races unto themselves. Some sages argue deep dwarves owe
their origins to earth-infused dwarves, and aquatic elves owe theirs to water-infused elves.
Element-infused creatures of different elemental types have little in common, but infused with the same element often share certain
features. A water-infused creature generally has webbed appendages and blue skin, hair, or scales, and a fire-infused creature may have red
or orange skin, hair, or scales. An air-infused creature usually looks much like an albino version of its kind, and an earth-infused creature’s
dark body is typically pebbled and rough.
At the GM’s discretion, other liquids can be thrown Air –4* +4 –2* –2* +2 +2
in a similar matter, but the water-infused creature Earth +4 –2* +2 –2* +2 –4*
must touch the liquid and take any damage it deals if Fire –2* +2 –2* +4 –4* +2
not immune to its particular dangers. Water +2 –2* +4 –4* +2 –2*
Feral Dragon
touch 12, flat-footed 14 Combat
Base Attack/Grapple: +4/+13 A fire-infused troll knows that acid is its worst enemy, so it tends
Attack: Claw +8 melee (1d6+5 plus 1d6 to focus on foes not wielding weapons—especially those holding
fire) glass or ceramic vials. It typically breathes flame to
Full Attack: 2 claws +8 melee (1d6+5 plus set the battleground
1d6 fire) and bite +3 melee (1d6+2 alight, granting it
plus 1d6 fire) greater mobility
Space/Reach: 10 ft./10 ft. and healing.
Special Attacks: Breath weapon, heat,
rend 2d6+7 plus 1d6 fire Breath Weapon
Special Qualities: Darkvision 90 ft., (Su): DC 18 Reflex
elemental body, fire healing, half, 3d6 fire damage;
firewalk, immunity to fire, see the element-
low-light vision, regeneration infused creature
5, scent, vulnerability to cold template.
Saves: Fort +10, Ref +5, Will
Heat (Su): See the
+1
element-infused creature
Abilities: Str 21, Dex 16,
template.
Con 21, Int 10, Wis
5, Cha 8 Rend (Ex): If a fire-infused
Skills: Listen +3, Spot +4 troll hits with both claw
Feats: Alertness, Iron Will, attacks, it latches onto the
Quick DrawB, Track opponent’s body and tears
the flesh. This attack
Environment: Cold
automatically deals an
mountains
additional 2d6+7 points of
Organization: Solitary,
damage plus 1d6 points of
pair, or gang (3–4)
fire damage.
Challenge Rating: 6
Treasure: Standard Elemental Body (Ex): See
Alignment: Usually the element-infused creature
chaotic evil template.
Advancement: By
character class Fire Healing (Ex): See the
Level Adjustment: +8 element-infused creature template.
Feral Dragon
Seemingly all scales, wings, fangs, and claws, feral dragons exist as pale reflections of true dragons. Some are actually cousins of true
dragons, in the same way that apes are cousins to humankind. Others are degenerate descendents of dragons as they existed in an older
age. Rapacious and voracious, feral dragons are awful carnivores that hunt beasts and sentient creatures alike. They love bright, shiny
objects and often devastate caravans and entire settlements to steal even small amounts of treasure.
Like true dragons, feral dragons come in several hues, both chromatic and metallic, and can breathe great gouts of fire, ice, acid, or other
energy. Though they are fully as perceptive as true dragons, they lack the intelligence and spellcasting ability of their more advanced
cousins.
113
Using the Feral Dragon Template
The feral dragon template was designed to give players the chance to fight big dragons at lower levels than normal. Both players
and GMs can use these creatures to enjoy dragonslayer scenarios akin to those in European myth and popular culture. Feral
dragons are still tough monsters for their CRs, but characters facing them can worry more about how dangerous a combatant
their foe is and less about whether or not it uses scrying to learn their plans and prepares to use spells against them.
Feral Dragon
Flesh Plant
Crush (Ex): Area 20 ft. by 20 ft.; a
Medium or smaller opponent takes
4d6+22 points of bludgeoning damage
and must succeed on a DC 35 Reflex
save or be pinned.
Frightful Presence (Ex): 270-ft. radius, HD
30 or fewer, Will DC 31 negates.
Snatch (Ex): Claw against Medium or
smaller creature for 2d8+6
points of damage per round,
bite against Large or
smaller creature for 4d6+15
points of damage per
round, or 8d6+30 if the
dragon does not move;
snatched creature can be
flung 90 feet for 9d6 points
of damage.
Tail Sweep (Ex): Half-circle 30 feet in
diameter, Small or smaller opponent takes
2d6+22 points of bludgeoning damage,
Reflex DC 35 half.
Flesh Plant
Whether created by magic, summoned from another plane, or spawned by an evolutionary process gone terribly awry, flesh plants are
awful and moving mounds of flesh that take the familiar forms of plants.
A flesh plant is nothing short of horrible to see. Its skin-covered bones resemble twigs, and its ropy intestines climb like vines through its
body. Veined flaps of skin stiffened by cartilage look for all the world like a hideous cross between ears and leaves.
Like plants drawing water, flesh plants feed by sucking blood from the ground or from the corpses of creatures they have killed. A toxin that
prevents blood from clotting allows flesh plants to cause bleeding wounds that can cripple prey. A single strike is often sufficient, and a flesh
plant may “hunt” by surprising a creature with a single attack and then tracking the victim’s blood and scent trail to the spot where it expired.
Flesh plants are often shocked when creatures do not flee after their attacks, and they sometimes lose a round to confusion in battle.
Size and Type: The creature’s type changes to aberration with the
appropriate augmented subtype. Do not recalculate base
Armor Class
attack bonuses, saves, or skill points. Size is unchanged. Size Natural Armor Bonus
Speed: Each of the flesh plant’s speeds increases by +10 feet over Medium or smaller +0
the corresponding speeds of the base creature. If the base Large +2
creature lacks a land speed, the flesh plant gains a land speed Huge +5
of 10 feet. Gargantuan +9
Colossal +14 115
Using the Flesh Plant Template
The flesh plant template offers a way to create strange and hideous monsters, especially in combination with other templates.
When creating a flesh plant, consider its origins and how it might fit into an ecology. Flesh plants need not have anything to
do with a forest or normal plants. A flesh shambling mound, for instance, is a horrifying and alien creature that could come
from another plane, especially with the addition of the half-fiend or fiendish template from the MM.
Flesh Plant
Special Attacks: The flesh plant retains all the base creature’s Tremorsense (Ex): A flesh plant can automatically sense the
special attacks and gains those described here. location of anything within 20 feet that is touching the ground.
Blood Letting (Ex): If a flesh plant’s natural attack deals Abilities: Increase from the base creature as follows: Str +4, Dex
damage to a living creature, the resulting wound continues +4, Con +4. If the base creature lacks an Intelligence score,
to bleed, dealing 2 points of damage each round until a DC the flesh plant gains an Intelligence score of 1.
15 Heal check is made or magical healing restores at least 1
Skills: If the base creature has a bonus on Hide checks based on its
hit point. Cumulative attacks do not cause cumulative blood
resemblance to natural plants or the ability to camouflage
loss; only the first such wound is affected by blood letting.
itself with color in a natural environment, the flesh plant loses
A creature immune to poisons is immune to the toxin that
that bonus. If it gained an Intelligence score of 1 from the
causes the continued bleeding. This toxin is not considered a
application of this template, it gains a number of skill points
plant poison.
equal to 3 + racial HD, with which it must purchase skills.
Special Qualities: The flesh plant retains all the base Hide, Listen, Spot, and Survival are class skills for such
creature’s special qualities and gains those a creature; all other skills are cross-class skills.
described here.
Challenge Rating: Same as the base creature +1.
Fast Healing (Ex): A flesh plant regains 2 hit
Alignment: Usually neutral.
points per round.
Level Adjustment: Same as the base creature +3.
Scent (Ex): A flesh plant’s entire body is
one big olfactory sense organ that can detect
approaching enemies and prey, and sniff out hidden foes by Flesh Plant Characters
the creature’s sense of smell alone. See the MM for details
A flesh plant character favors whichever class the base creature
of this quality. Flesh plants often utilize this ability to track
does. If the base creature’s favored class is unspecified, the flesh
bleeding creatures they have struck.
plant favors the barbarian class.
Flesh Plant
should it escape. Creatures that wield fire or show the ability
Tremorsense (Ex): A flesh plant can automatically sense the
to stop blood loss are dealt with unmercifully. Flesh treants use
location of anything within 20 feet that is in contact with the
animated trees to trample and crush
ground.
such foes, remaining as far away
as possible.
Animate Trees (Sp): A
flesh treant can animate
trees within 180 feet at
will, controlling up
to two trees at a
time. It takes 1
full round for a
normal tree to
uproot itself.
Thereafter,
it moves at a
speed of 10
feet and
fights as a
treant in
all respects.
Animated trees lose their
ability to move if the
flesh treant that animated them is
incapacitated or moves out of range. This
ability is otherwise similar to liveoak (caster
level 12th). Animated trees have the same
vulnerability to fire that a treant
has. Flesh treants use this ability
to frighten creatures toward
them or to hem in foes.
Blood Letting (Ex): See the
flesh plant template.
Double Damage against Objects
(Ex): A flesh treant or animated tree
that makes a full attack against an object
or structure deals double damage.
117
Force Creature
Force is a rare and powerful kind of magic used in only a select few spells and magic items. Sages have likened it to raw magic—energy
without native form or substance. Spellcasters who understand its nature harness this raw material and weave it into shapes that can be
used as weapons, defenses, or tools. But despite the limitless potential of force energy, relatively few spells make use of it. This unusual
Force Creature
Force Creature
Strength checks made to bull rush foes or break items. attempting to hide in conditions other than bright light.
This penalty can be diminished or negated if the force
Special Qualities: The force creature retains all the base
creature’s body is covered by a material that blocks light.
creature’s special qualities and gains those described here.
Challenge Rating: Same as the base creature +1.
Breathless (Ex): Because force creatures do not need
to breathe, they are immune to all inhaled substances, Level Adjustment: Same as the base creature +6.
including toxins and nauseating gas.
Damage Resistance (Ex): A force creature takes half Force Characters
damage from all attacks and effects that deal hit point A force creature favors whichever class the base creature does.
damage.
Fortune-Spurned Creature
reason. This damage applies to point-blank ranged attacks as
Trapfinding (Ex): Harrigan
well. Creatures with concealment,
can find, disarm, or bypass
creatures without discernable
traps with a DC of 20+. He
anatomies, and creatures immune
can use the Search skill to
to critical hits are all immune
find, and the Disable Device
to sneak attacks. Harrigan may
skill to disarm, magical
choose to deliver nonlethal
traps (DC 25 + the level of
damage with his sneak attack,
the spell used to create it).
but only when using a weapon
If his Disable Device
designed for that purpose, such
check result exceeds
as a sap (blackjack).
the trap’s DC by 10+,
Spell-Like Abilities: he discovers how to
1/day—speak with animals bypass the trap without
(burrowing mammal only, triggering or disarming
duration 1 minute). Caster it.
level 1st; save DC 9. The
Turn of Fate (Su):
save DC is Charisma-based.
See the fortune-blessed
Evasion (Ex): If Harrigan creature template.
is exposed to any effect
Uncanny Dodge (Ex):
that normally allows him
Harrigan retains his
to attempt a Reflex saving
Dexterity bonus to AC
throw for half damage, he
even when flat-footed or
takes no damage with a
targeted by an unseen foe.
successful saving throw.
He still loses his Dexterity
Favored (Ex): See the bonus if paralyzed or
fortune-blessed creature otherwise immobile.
template.
Possessions: Masterwork
Gnome Traits: Harrigan has a +2 studded leather, masterwork buckler, masterwork rapier,
racial bonus on saving throws against illusions, a +1 racial bonus on masterwork shortbow, 10 normal arrows, 5 cold iron arrows, 5
attack rolls against kobolds and goblinoids, and a +4 dodge bonus silver arrows, cloak of resistance +1, 4 potions of cure light wounds,
against giants. masterwork thieves’ tools.
Fortune-Spurned Creature
Some creatures just seem to be born unlucky. The ill fortune of most such creatures is attributable to a simple combination of misfortune,
superstition, and self-fulfilling prophecy. For fortune-spurned creatures, however, the truth is much simpler—Lady Luck would happily
dance on their graves. Such creatures don’t often tell others about their bad luck for fear of being ostracized. Considering that their bad
luck often rubs off on others, this tactic seems a wise—if somewhat selfish—precaution.
A fortune-spurned creature looks like a normal specimen of its kind, but it often displays a morose and pessimistic attitude—especially if
it is intelligent enough to realize that the forces of probability have turned against it.
befall itself and another creature within Special Qualities: The fortune-spurned creature retains all the base
5 feet of it. The mishap selected creature’s special qualities and gains those described here.
must be a possible result of normal Cursed (Ex): A fortune-spurned creature takes a –2 luck
circumstances, but it can be the worst bonus on all opposed checks and saves, and a –1 luck
possible result. For instance, lightning bonus on all attack rolls.
could strike both the fortune-spurned
creature and its foe on a cloudy day, or it Diminished Criticals (Su): A fortune-spurned
could strike a tree, causing a heavy limb creature must roll twice to confirm a critical hit.
to fall on both targets, but lightning
Twist of Fate (Su): The first time in any
could not strike out of a clear sky.
given day that a fortune-spurned creature
Alternatively, ropes holding up some
rolls a natural 20 on a saving throw, it
scaffolding might break, the lock on
fails the save. This twist of fate happens
a portcullis might slip, or the floor
(thankfully) only once per day.
of a ruined keep might give way. In
some cases, the fortune-spurned creature Unlucky Strike (Su): When a fortune-spurned
might be unable to cause any calamity given creature attacks with a weapon and rolls a natural
its surroundings. A calamity cannot affect 1, it drops the weapon unless it can make a
more than the fortune-spurned creature successful Reflex save (DC 10 + 1/2 fortune-
and a single adjacent creature of its choice. spurned creature’s character level + fortune-
spurned creature’s Cha modifier). If it attacks
Nearly any natural misfortune may be
with a natural weapon and rolls a natural 1,
chosen, but it must be one that is as
it provokes an attack of opportunity from
dangerous to the fortune-spurned
its target, even if that creature would not
creature as it is to the other
otherwise be entitled to make one.
creature. Both targets must be
affected equally; that is, both Skills: A fortune-spurned creature
must make the same saving throw takes a –2 penalty on all skill checks.
and suffer the same result. Thus, This penalty stacks with the one it takes
if the fortune-spurned creature is on opposed checks.
immune or resistant to electricity,
it could not choose to have
lightning strike both it and its
Fortune-Spurned
foe unless the foe is
equally resistant to
Characters
electricity. A fortune-spurned creature favors
whichever class the base creature does.
Four Horsemen
Unlucky Strike (Su): See the fortune-spurned creature template.
Four Horsemen
In classic legends, the Four Horsemen of the Apocalypse are the harbingers of the end of all things—the heralds of doom. Death bears
a scythe and rides a dead mount, spreading death far and wide. Famine wields black scales and charges forward on an emaciated unicorn
to sap the sustenance from the land. Pestilence, on the back of a pegasus whose hide is covered in boils, takes lives or gives disease with
an arrow from a white bow. A nightmare with blood-red fur and flaming hooves carries War, who cleaves peaceful lands with a crimson
sword, leaving blood-soaked battlegrounds in its wake.
Though their mounts and arms are always the same, the appearance of each Horseman changes from one sighting to the next. This variation
stems from the fact that the Four Horsemen are not mortal creatures that can be fought and defeated once and for all. They are spiritual
entities—embodiments of destructive forces that can possess mortal creatures, thereby constantly recreating the Four Horsemen in the world.
Death’s Cha modifier) or die instantly. If the creature Pestilence: Pestilence’s phantom mount appears as a bloated
fails the save, any other creature touching it within 1 white pegasus covered in black boils and surrounded
hour of its death must also succeed on a save at the by a cloud of fat black flies.
same DC or die. Finger of death is a death effect.
Disease (Ex): Any creature struck or simply touched
Famine: Famine’s phantom mount appears as an emaciated by Pestilence must succeed on a Fortitude save (DC
black unicorn with sunken eyes and a brittle-looking 10 + 1/2 Pestilence’s character level + Pestilence’s
horn. Con modifier) or contract a terrible disease. Black
boils form all over the victim’s body, and it suffers
Aura of Desolation (Su): Normal plants within 500 feet
from chills, hot flashes, and nausea. The incubation
of Famine wilt, losing all fruit and seeds. Large or hardy
period is 1d4 rounds, and the damage dealt is 1d6
plants such as trees lie dormant until renewed by water
Constitution and 1d6 Dexterity, plus nausea (see the
and sunlight; smaller plants die immediately. A plant
DMG for a description of the nauseated condition).
creature or magic plant must succeed on a Fortitude save
The disease is transmitted by contact, so a creature
(DC 10 + 1/2 Famine’s character level + Famine’s Cha
that has contracted Pestilence’s disease can transmit it
modifier) each round that it remains within the aura
to others by touch.
or take 2d6 points of damage. Creatures of the animal
or vermin type are automatically sickened while within Breath of Contagion (Ex): An invisible cloud of
Famine’s aura of desolation and for at least 24 hours contagion surrounds Pestilence at all times. Any
after leaving it. Each day thereafter that it is outside breathing creature that begins its turn within 30 feet
of the aura, an affected animal or vermin receives a of Pestilence must succeed on two Fortitude saves
Fortitude save (DC 10 + 1/2 Famine’s character level + (DC 10 + 1/2 Pestilence’s character level + Pestilence’s
Famine’s Cha modifier) to end the effect. Con modifier), one against crackle fever and one
against mindfire. See the DMG for descriptions of
Scales of Want (Su): As a standard action while riding
these inhaled diseases.
its phantom mount, Famine can summon a set of black
scales, which it can wield as a flail sized for the base Fell Bow (Su): As a standard action while riding its
creature. In addition to taking normal damage from phantom mount, Pestilence can summon to its hands
the weapon, any creature struck by the scales must a ghostly white longbow sized for the base creature,
succeed on a Constitution check (DC 10 + Famine’s which it can use to fire an endless supply of white
Cha modifier). On a failure, the creature takes 4d6 arrows. In addition to taking normal damage from the
points of nonlethal damage and becomes fatigued. weapon, any foe struck by an arrow must succeed on a
Neither the damage nor the fatigued condition can be Fortitude save against Pestilence’s disease special attack
removed by rest, magic, fast healing, or regeneration or contract the illness. The bow vanishes if Pestilence
until the creature eats a day’s worth of meals. Another lets go of it for any reason and cannot be summoned
failed Constitution check against a second blow deals when Pestilence is not riding its phantom mount.
the same amount of nonlethal damage but does not
War: War’s phantom mount appears as a fierce nightmare
extend the duration of the fatigue or make the target
with a crimson mane and tail and flaming hooves.
exhausted. The scales vanish if Famine lets go of them
for any reason and cannot be summoned when Famine Battle Gaze (Su): Any creature within 10 feet of War
is not riding its phantom mount. that meets its gaze must make a Will save (DC 10
124
+ 1/2 War’s character level + War’s Cha modifier). Hive Mind (Su): While possessing hosts, the Four
A creature that fails this save is filled with lust Horsemen are in constant mental communication regardless
for battle and must attack the creature nearest to of distance. If one is aware of a particular danger, they
it (other than War) to the best of its ability for all are. If one is not flat-footed, none of them are. No
1d4 rounds. Any creature that fails the save need Horseman is considered flanked unless all of them are. The
not make another save against the gaze until the Four Horsemen can communicate verbally with each other
duration of its battle lust ends. Battle gaze is a mind- regardless of language. Horsemen without hosts do not
affecting effect. participate in the hive mind.
Four Horsemen
Fell Sword (Su): As a free action while riding this Horseman Qualities: Each Horseman gains particular
phantom mount, War can summon a blood-red special qualities based upon its nature, as given below.
greatsword sized for the base creature. In addition to
Death: Immune to Death Effects (Ex): Death is
taking damage for the weapon, any creature struck
immune to death effects.
by the greatsword must succeed on a Will save (DC
10 + 1/2 War’s character level + War’s Cha modifier) Famine: Immune to Starvation (Ex): Famine is
or be affected as though by the dominate monster immune to starvation and dehydration.
spell (caster level equals War’s character level).
War can dominate a number of creatures equal to Pestilence: Immune to Disease (Ex): Pestilence is
twice its character level at one time. It generally immune to disease.
commands such thralls to act as an honor guard War: Fast Healing (Su): War gains fast healing 2.
against other foes. The sword vanishes if War lets go
of it for any reason and cannot be summoned when Immunities (Ex): The Four Horsemen are immune to spells
War is not riding its phantom mount. and effects of the Illusion school to which spell resistance
would normally apply. They are also immune to mind-
Possess Creature (Su): A new Horseman may be created affecting effects.
whenever at least one Horseman has a host and at least
one does not. Once per round, a Horseman entity without Phantom Mount (Sp): At will as a standard action, a
a host may attempt to possess any creature within 500 Horseman can summon a saddled phantom mount one
feet of a Horseman that has a host. No line of effect is size category larger itself that looks as described in the
necessary between the entity and the intended target, and appropriate Horseman Powers section. This mount appears
the target need not be visible or otherwise discernable below the Horseman, lifting its rider into a mounted
to the entity, though it must be on the same plane. The position, and it can even carry a Horseman not normally
target creature must succeed on a DC 20 Will save or able to ride a mount. The phantom mount remains until
immediately gain the appropriate version of the Four dismissed or dispelled, or until the Horseman dismounts or
Horsemen template. Success renders the creature immune is unhorsed.
to possession by any Horseman entity for 1 hour. The phantom mount has no real physical form and can
Once the creature is possessed and the template has carry only the horseman that summoned it as a rider,
been applied, the possessing Horseman entity cannot though the Horseman itself might be able to carry another
be expelled by any magic. Killing or destroying the creature while riding. The mount has a fly speed equal to
host creature expels the entity, but it can immediately 10 feet per character level of the Horseman, with perfect
attempt to possess a new creature within 500 feet of maneuverability. A Horseman cannot use a phantom
another Horseman that has a host. A Horseman whose mount for cover (though its body could be used to provide
host is incapacitated or rendered immobile, paralyzed, or concealment), or use the Trample feat, or bull rush a foe
unconscious may also attempt to possess a creature within while mounted on a phantom mount. Attacks and creatures
500 feet of any other Horseman with a host. In this case, pass through the phantom mount, but dispel magic (caster
the creature that the departing Horseman entity leaves is level equals Horseman’s character level) can dispel it. In
immune to possession for 1 hour. If any Horseman entity addition, a Horseman mounted on its phantom mount gains
lacks a host for 5 consecutive rounds, all the Horseman a special weapon attack according to its specific nature, as
entities leave their hosts. detailed in the Horseman Powers section.
When all the Horsemen are without hosts at the same Resistances (Ex): A Horseman has resistance 10 to acid,
time, the entities return whence they came. They do not cold, fire, electricity, and sonic.
come back until they are set upon the world to bring Spell Resistance (Su): A creature possessed by a Horseman
about another apocalypse. (See The Four Horsemen of gains spell resistance equal to 12 + the base creature’s CR or
Whatever You Want sidebar for ideas of how you might the base creature’s spell resistance, whichever is higher.
handle the Four Horsemen’s return.)
Turn and Rebuke Vulnerability (Ex): As entities that herald
Special Qualities: The Horseman retains all the base creature’s the end of the world, the Four Horsemen are as hated
special qualities and gains those described here. and feared by most deities as they are by mortal creatures.
Damage Reduction (Su): A Horseman gains damage Thus, each of the Four Horsemen can be turned, rebuked,
reduction 10/good. destroyed, or commanded as though it were an undead
creature with HD equal to its character level. Destruction
Four Horsemen Protection (Su): The Four Horsemen work frees a Horseman to find a new host.
in concert. They are immune to one another’s special
attacks and to the special attacks of the base creatures that Abilities: A Horseman’s ability scores increase from the base
the Horsemen entities currently possess (such as breath creature according to the Horseman’s particular nature, as
weapons, poison, gaze attacks, or energy drain). given in the following table.
125
War: Cleave, Great Cleave, Martial Weapon Proficiency
Abilities (greatsword), Power Attack, Ride-By Attack, Weapon
Horseman Str Dex Con Int Wis Cha Focus (greatsword).
Death +0 +0 +0 +4 +4 +4 Organization: The Four Horsemen.
Famine +0 +6 +4 +0 +0 +0
Challenge Rating: Same as the base creature +2. Consider
Pestilence +0 +4 +6 +0 +0 +0
granting a special XP reward for defeating the Four
War +6 +0 +6 +0 +0 +0
Horsemen in all the forms they take.
Four Horsemen
127
Rake (Ex): Attack bonus +13 melee, damage 1d6+7. The annis hag Immunities (Ex): See the Four Horsemen template.
of Death can attack a grappled foe with both claws at no penalty.
Phantom Mount (Sp): Fly 70 ft., caster level 7th; see the Four
Rend (Ex): If the annis hag of Death hits with both claw attacks, Horsemen template.
it latches onto the opponent’s body and tears the flesh. This attack
Resistances (Ex): See the Four Horsemen template.
automatically deals an extra 2d6+10 points of damage.
Spell Resistance (Ex): See the Four Horsemen template.
Spell-Like Abilities: 3/day—disguise self, fog cloud. Caster level 8th.
Four Horsemen
Four Horsemen
a +4 racial bonus. The web has 6 hit points, is hardness 0, and takes
double damage from fire. Ice Mastery (Ex): An icy aranea of Famine gains a +1 morale
bonus on attack and damage rolls if its foe is touching ice. In
Change Shape (Su): An icy aranea of Famine’s natural form is that
addition, the icy aranea of Famine never slips or slides on natural
of a Medium monstrous spider. In this form, it has a base speed of
or supernatural ice unless it wishes, and it can always climb ice and
50 feet and lacks the ability to wield weapons. It can also assume
icy surfaces as though affected by a spider climb spell.
two other forms. The first is a unique Small or Medium humanoid.
An icy aranea of Famine in its humanoid form always assumes Immunities (Ex): See the Four Horsemen template.
the same appearance and traits, much as a lycanthrope would. In
humanoid form, it cannot use its bite attack, webs, or poison. Phantom Mount (Sp): Fly 30 ft. (perfect), caster level 3rd; see the
Four Horsemen template.
The second form is a Medium spider-humanoid hybrid. In this
form, an icy aranea of Famine looks like a Medium humanoid at Resistances (Ex): See the Four Horsemen template.
first glance, but a DC 18 Spot check reveals the creature’s fangs Spell Resistance (Ex): See the Four Horsemen template.
and spinnerets. Famine retains its bite attack, webs, and poison in
this form, and it can also wield weapons or wear armor. When in Turn and Rebuke Vulnerability (Ex): See the Four Horsemen
hybrid form, the icy aranea Famine’s speed is 30 feet (6 squares). template.
The icy aranea of Famine remains in one form until it chooses to Skills: An icy aranea of Famine has a +2 racial bonus on Jump, Listen,
assume a new one. A change in form cannot be dispelled, nor does and Spot checks, a +5 racial bonus on Balance checks, and a +10 racial
the creature revert to its natural form when killed. A true seeing spell, bonus on Ride checks. It a +13 racial bonus on Climb checks and can
however, reveals its natural form if it is in humanoid or hybrid form. always choose to take 10 on Climb checks even if rushed or threatened.
Charisma-based. Phantom Mount (Sp): Fly 30 ft. (perfect), caster level 3rd; see the
Four Horsemen template.
Summon Mephit (Sp): Once per day, the ice mephit of Pestilence
can attempt to summon another ice mephit, much as though Resistances (Ex): See the Four Horsemen template.
casting a summon monster spell, but with only a 25% chance of Spell Resistance (Ex): See the Four Horsemen template.
success. Roll d%: On a failure, no creature answers the summons
that day. An ice mephit that has just been summoned cannot use Turn & Rebuke Vulnerability (Ex): See the Four Horsemen template.
its own summon ability for 1 hour. This ability is the equivalent of Skills: The ice mephit of Pestilence gains a +10 racial bonus on
a 2nd-level spell. Ride checks.
Fungal Creature
notoriously difficult to disturb once they have gathered in a circle, since they break off their conversations only if attacked or if
conversation becomes impossible.
Once a year, however, fungal creatures become surprisingly violent, succumbing to the drive to reproduce and seeking out other living
creatures to infect with their spores. Each day during this one-week spawning period, every fungal creature seeks a living creature of
similar size to kill with its spore cloud.
A fungal creature’s body resembles a white, bloated version of its host’s. Mushroomlike caps and outcroppings dot the fungal creature’s
form, giving it a nightmarish appearance.
points for that day. Complete bed rest does not increase the
ingested poison that affects creatures as described above.
amount of healing a fungal creature gains from rejuvenation.
Unfortunately, its blood has a distinctive and largely
unwelcome smell and taste, so most intelligent creatures Abilities: Change from the base creature as follows: Dex –2
would not eat food tainted with it unless the taste were (minimum 1).
thoroughly disguised (a DC 15 Profession [cook] check). Languages: If the fungal creature can speak, it gains the ability to
The fungal creature must deal at least 1 point of damage to speak Sylvan in addition to any other languages the base
itself to get a full dose of poison, and the drawn blood (or creature knows.
amputated flesh) retains its poisonous nature for just 1 day
unless additional living fungal blood is mixed into it. Organization: Solitary, pair, gang (3–4), or circle (5–30).
Special Qualities: The fungal creature retains all the base Alignment: Usually neutral.
creature’s special qualities and gains those described here. Level Adjustment: Same as the base creature +2.
Fungal Metabolism (Ex): Fungal creatures do not breathe,
nor do they need to eat or sleep in the typical manner.
They gain all the sustenance they require from contact
Fungal Characters
with moist natural earth, but they require rejuvenation (see A fungal creature favors whichever class the base creature does.
Rejuvenation) as often and for as long as humans need Consider allowing a 1st- or 2nd-level character killed by a fungal
sleep. creature to become a fungal creature under control of the player.
Genie-Bound Creature
creatures are within range. When they can catch multiple creatures
paralysis, stunning, and polymorphing, and mind-affecting effects
in their spores, they attempt to kill the weaker ones in order to
(charms, compulsions, phantasms, patterns, and morale effects). It
create more of their kind.
is not subject to critical hits.
Create Spawn (Ex): See the fungal creature template.
Rejuvenation (Ex): See the fungal creature template.
Poison Spore Cloud (Ex): DC 12 Fortitude save; see the fungal
Skills: Because of its tail, a fungal lizardfolk has a +4 racial bonus
creature template.
on Balance, Jump, Swim checks.
Genie-Bound Creature
Wishes are temptations—nightmares encased in glorious dreams. They are not goals; they are longings for the impossible, and many of
these unfulfilled desires remain that way. But some creatures who refuse to see the truth eventually find themselves genie-bound.
Genies are powerful lords of the elemental planes. Djinn live on Elemental Plane of Air, while the powerful efreet rule much of the
Elemental Plane of Fire. The efreet bestow wishes on followers and allies at will, but only the greatest of the djinn can grant wishes.
Genie-bound creatures are beings who have sold themselves into the service of a powerful genie in exchange for granted wishes. If the
genie fulfills all the victim’s wishes faithfully, the genie-bound creature must then serve the genie as a slave for one year and a day per
wish granted.
Djinn treat their wish-slaves fairly well. Each genie-bound creature is a partner to them—a creature with which they struck a fair bargain.
Djinn usually send their genie-bound creatures on errands or quests that are beneath their dignity. Djinni-bound creatures usually find
their service lonesome and onerous, but not so terrible that they nurse dreams of escape.
Efreet, on the other hand, treat their genie-bound creatures poorly and often demand that they perform dangerous tasks. An efreeti
treats its genie-bound creatures as the slaves they truly are and does what it wills with them for the duration of their service. Thus,
efreeti-bound creatures often seek a means to break their pacts with their masters, but since only a wish can free them, they often end up
enslaved to a new master.
if its servitor is on another plane. The genie is constantly bound creature may choose to gain a +10 bonus on any
aware of its servant’s actions (but not its thoughts) and its one skill check, double its speed for the round, or gain a +5
condition (as though via a status spell). The servant has no bonus on a single saving throw it is required to make. The
special awareness of the genie but can communicate with it genie-bound creature may choose to gain the bonus on its
telepathically. Because of this bond, the genie can use plane saving throw even on another creature’s turn.
shift to move to any location on the elemental planes, the
Abilities: The genie-bound creature gain 6 points to add to the
Astral Plane, or the Material Plane that its servitor occupies
base creature’s ability scores as it chooses.
at will. Genies use this power to check their slaves’ progress
on the tasks set for them. A genie that is displeased with its Challenge Rating: Same as the base creature +2.
genie-bound creature can use a standard action to deal 1d6
points of damage to it or 1d4 points of damage to any one Level Adjustment: Same as the base creature +4.
of its ability scores. The genie can also heal a like amount of
damage (regardless of its source or type) at will as a standard
action.
Genie-Bound Characters
A genie-bound character favors whichever class the base creature does.
Gigantean
Evasion (Ex): If Azize is exposed to any effect that normally
Combat allows him to attempt a Reflex saving throw for half damage, he
Azize Al’Bikira dislikes endangering his life on behalf of his master takes no damage with a successful saving throw.
and prefers hit-and-run tactics, especially in areas where he can make
Genie-Bound (Su): See the genie-bound creature template.
use of his superior ability to jump and climb. He avoids confining
spaces and uses the cover of night to hide his activities. If possible, he Genie Empowered (Su): See the genie-bound creature template.
attacks from hiding with a scorching ray and then separates his target
from its allies with a wall of fire. Azize has no compunction about Trap Sense (Ex): Azize gains a +1 bonus on Reflex saves made to
fleeing from a battle invisibly or in the form of a flying creature. avoid traps and a +1 bonus to AC against attacks by traps.
Sneak Attack (Ex): Azize deals 4d6 extra points of damage on any Uncanny Dodge (Ex): Azize retains his Dexterity bonus to AC
successful attack against flat-footed or flanked targets, or against a even when flat-footed or targeted by an unseen foe (he still loses
target that has been denied its Dexterity bonus for any reason. This his Dexterity bonus if paralyzed or otherwise immobile).
damage applies to point-blank ranged attacks as well. Creatures Possessions: +1 rapier, +1 studded leather, +1 buckler, cloak of
with concealment, creatures without discernable anatomies, and resistance +1, handy haversack.
Gigantean
The behemoth monstrosities and titanic entities known as giganteans are beings of godlike size. As titans are to halflings, so gigantean
creatures are to normal specimens of their kinds. The world trembles beneath the steps of these huge and terrible creatures as they
move.
Giganteans are aberrant, super sized versions of normal creatures. Often, a small population of giganteans of a particular kind dwells in
exclusion from the rest of the world, usually hemmed in by a natural or magical barrier. The massive creatures sometimes have sympathy
for their smaller cousins, but there can also be as much enmity between them as there is between dwarves and giants.
135
Creating a Gigantean Creature
“Gigantean” is an inherited template that can be added to any living Speed: Each of the gigantean’s speeds increases with its size.
creature (referred to hereafter as the base creature). Multiply each of the base creature’s speeds by the number of
size categories the gigantean version gained.
A gigantean uses all the base creature’s statistics and
special abilities except as noted here. Armor Class: The base creature’s size modifier to
AC is replaced by one based on the gigantean’s new
Size and Type: The creature’s type does not change.
size, as given in the following table. In addition, its
Gigantean
Gigantean
Classes of the PHB for the progression of good and poor
of difference between the base creature and the gigantean.
saves. New ability scores and new feats may also alter save
Ability score damage or drain and energy damage also scale
bonuses.
up in the same manner, but negative levels bestowed via
attacks do not increase.
Saves
Damage Creature Type Good Saves
Old Damage New Damage Aberration Will
Animal Fortitude and Reflex (and sometimes
1 1d2
Will)
1d2 1d3
Construct —
1d3 1d4
Dragon Fortitude, Reflex, Will
1d4 1d6
Elemental Fortitude (Earth or Water) or Reflex
1d6 1d8
(Air or Fire)
1d8 2d6
Fey Reflex and Will
1d10 2d8
Giant Fortitude
2d6 3d6
Humanoid Fortitude or Reflex or Will
2d8 3d8
Magical beast Fortitude, Reflex
4d6 6d6
Monstrous humanoid Reflex, Will
4d8 6d8
Ooze —
Space/Reach: The gigantean has a space and reach appropriate for Outsider Fortitude, Reflex, Will
its new size, as described in the following table. If the base Plant Fortitude
creature had greater than normal reach for its size, add 5 Undead Will
feet to the reach indicated on the table. Vermin Fortitude
Abilities: The gigantean’s ability scores change based on its size
Space/Reach change, as given in the following table.
New Size New Space/Reach New Space/Reach
(Tall) (Long) Abilities
Medium 5 ft./5 ft. 5 ft./5 ft. Old Size New Size Str Dex Con
Large 10 ft./10 ft. 10 ft./5 ft.
Fine Medium +10 –8 (minimum 1) +2
Huge 15 ft./15 ft. 15 ft./10 ft.
Diminutive Large +18 –8 (minimum 1) +6
Gargantuan 20 ft./20 ft. 20 ft./15 ft.
Tiny Huge +24 –8 (minimum 1) +10
Colossal 30 ft./30 ft. 30 ft./20 ft.
Small Gargantuan +28 –6 (minimum 1) +14
Special Attacks: A gigantean retains all of the base creature’s Medium Colossal +32 –4 (minimum 1) +16
special attacks and gains the one described here. Except for Large Colossal +24 –2 (minimum 1) +12
spells and spell-like abilities, the ranges, areas, and damage Huge Colossal +16 +0 +8
dealt for these attacks change. To find the new range and Gargantuan Colossal +8 +0 +4
area, multiply the base creature’s value by the number of Colossal Colossal +0 +0 +0
size categories gained. If the special attack deals hit point
Skills: Ignore the base creature’s skill modifiers. Recalculate skill
damage, its base damage increases as described in the
points for the gigantean’s racial Hit Dice according to its
Damage section. In addition, changes in ability scores may
type, as given on the following table, then purchase its skills
change special attack DCs.
afresh, treating the base creature’s skills as class skills and
Trample (Ex): See the glossary in the MM for a description all others as cross-class skills. The gigantean retains any skill
of this ability and its effects. To determine the base trample points gained from class levels and any racial skill bonuses
damage of a creature that does not have a slam attack, the base creature has. New size modifiers, and new ability
consult Table 5: Creature Size, Ability Scores, and scores all modify skills.
Damage in the MM.
Special Qualities: The gigantean retains all the base creature’s Skills
special qualities and gains those described here. The ranges Creature Type Skill Points
and areas, however, change in the same manner as they do
for special attacks. To find the new range and area, multiply Aberration (2 + Int modifier, minimum 1) x (HD +3)
the base creature’s value by the number of size categories Animal (2 + Int modifier, minimum 1) x (HD +3)
gained. This procedure applies to special qualities that give Construct (2 + Int modifier, minimum 1) x (HD +3)
137
Challenge Rating: Increase the base creature’s CR by 1 for every
Skills (continued) 4 HD added, except for creatures of the dragon, outsider,
Creature Type Skill Points magical beast, and monstrous humanoid type. For dragons
and outsiders, increase the CR by +1 per 2 additional HD.
Dragon (6 + Int modifier, minimum 1) x (HD +3) For magical beasts and monstrous humanoids, increase the
Elemental (2 + Int modifier, minimum 1) x (HD +3) CR by +1 per 3 additional HD. Then compare the gigantean
Fey (6 + Int modifier, minimum 1) x (HD +3) to creatures with Challenge Ratings up to 3 higher to
Giant (2 + Int modifier, minimum 1) x (HD +3) determine whether the CR you have assigned is reasonable.
Humanoid (2 + Int modifier, minimum 1) x (HD +3)
Magical beast (2 + Int modifier, minimum 1) x (HD +3) Treasure: Same as the base creature, but all items are of a size
Gigantean
Gigantean
still repeat the check each round until successful. immune to the penalties caused by its own waking dreams and
those of other dream creatures.
Because corporeal instability is not a disease or a curse, it is quite
difficult to remove. A shapechange or stoneskin spell does not cure Dream Travel (Su): Once per day, a gigantean dream chaos beast
the afflicted creature but does fix its form for the duration of the can go to sleep and travel about ethereally. This ability works like
spell. A restoration, heal, or greater restoration spell removes the the ethereal jaunt spell, except that the gigantean dream chaos beast
affliction, though a separate restoration is necessary to restore any leaves its material body behind, and it can remain ethereal so long
lost Wisdom. as its body sleeps.
Dream Spellcasting (Su): A gigantean dream chaos beast’s At any point in time, the gigantean dream chaos beast may go to sleep
effective caster level for figment, glamer, and pattern spells with the intent of traveling ethereally. When it does so, an ethereal
increases by +2. version of it like that resulting from an ethereal jaunt spell rises from
its sleeping body. This version of the gigantean dream chaos beast can
Lulling Gaze (Su): Any creature within 80 feet that meets the
then travel about the Ethereal Plane, roaming material areas ethereally,
gigantean dream chaos beast’s gaze must succeed on a DC 36 Will
and act as it wills. If its sleeping body takes damage, is subjected to
save or take a –5 penalty on Spot checks and a –2 penalty on Will
a harmful spell or effect, or is awakened by a loud noise or vigorous
saves against sleep effects for as long as it remains within range. A
motion, the ethereal form vanishes and the gigantean dream chaos
new save is required each round until the creature either fails or is
beast awakes with the knowledge of what its ethereal self experienced.
no longer within range. A dream creature can suppress or resume
The same result occurs if the ethereal form leaves the Ethereal Plane
this ability as a free action.
(by its own will or by force), or “dies,” either from damage or from
Sleep Song (Su): As a full-round action, a gigantean dream chaos some magical effect. Beneficial spell effects cast on the body of the
beast can sing a lullaby that puts nearby creatures to sleep. Any sleeping gigantean dream chaos beast benefit its ethereal form as
creature within 400 feet of it that can hear the song must succeed well, but negative effects that affect the ethereal form do not affect
on a Will save (DC equals the gigantean dream chaos beast’s the sleeping body, nor do they affect the gigantean dream
Perform [sing] check result) or fall asleep as though chaos beast after it has awakened. If the
affected by a sleep spell for a 48 rounds. ethereal form would become
A creature that successfully saves material through some
cannot be affected by the same action or effect, it vanishes
gigantean dream chaos beast’s and the sleeping gigantean
sleep song again for 24 hours. dream chaos beast awakens.
The gigantean dream chaos
Immunity to Transformation
beast is immune to its
(Ex): No mortal magic can
own and other dream
permanently affect or fix
creatures’ sleep songs.
a gigantean dream chaos
Sleep song is a sonic,
beast’s form. Effects such as
mind-affecting, sleep
polymorphing or petrification
effect.
force the creature into a new
Trample (Ex): DC shape, but at the start of its
52 Reflex half; see the next turn it can immediately
gigantean template. The return to its mutable form as a
save DC is Strength-based. free action.
into woodland palaces. The surrounding such dwellings are carefully tended and arranged to present a harmonious natural beauty.
Green wardens guard their domains from the ravages of civilization and the dangers of the natural world. Their territories are often
wonderlands that preserve all of nature’s bounty in areas untouched by fire or frost. Although such wild areas are beautiful and blessed
with plentiful game, most creatures avoid them, since only intelligent plants and nonevil fey can expect a welcome from a green warden.
Despite their dangerous reputations, however, their in-depth understanding of the natural world and their detailed knowledge of their
own lands make green wardens valuable resources for those brave enough to parley with them.
Half-Drow
Large Plant A green warden shambler’s body stands about 9 feet tall, has an 8-
foot girth, and weighs about 5,500 pounds. The creature has a regal
Hit Dice: 8d8+32 (68 hp)
bearing despite its resemblance to a mound of rotting leaves.
Initiative: +1
Speed: 30 ft. (4 squares), swim 30 ft.
Armor Class: 23 (–1 size, +1 Dex, +13 natural), touch 10, flat-
Combat
footed 23 A green warden shambling mound guards its territory with tangled
Base Attack/Grapple: +6/+17 growth and animated plants. In combat, it seeks to remain hidden
Attack: Slam +13 melee (2d6+7) and use its spell-like abilities to cripple foes before entering melee.
Full Attack: 2 slams +13 melee (2d6+7)
Space/Reach: 10 ft./10 ft. Constrict (Ex): A green warden shambling mound deals 2d6+10
Special Attacks: Constrict 2d6+10, improved grab, renew points of damage with a successful grapple check.
deadwood, spell-like abilities Improved Grab (Ex): To use this ability, a green warden shambling
Special Qualities: Damage reduction 10/slashing, darkvision mound must hit with both slam attacks. It can then attempt to start a
60 ft., immunity (electricity), low-light vision, plant traits, grapple as a free action without provoking an attack of opportunity. If
regeneration 5, resistance (fire 10), scent, trackless step, it wins the grapple check, it establishes a hold and can constrict.
tremorsense 100 ft.
Saves: Fort +10, Ref +3, Will +6 Renew Deadwood (Su): Caster level 8th; see the template.
Abilities: Str 25, Dex 12, Con 19, Int 7, Wis 14, Cha 15 Spell-Like Abilities: At will—calm animals, create water, pass without
Skills: Hide +4*, Knowledge (nature) +8, Listen +20, Move trace, purify food and drink, treestride, treeshape; 1/day—animate plants,
Silently +9, Spot +12, Survival +12 barkskin, commune with nature, endure elements, goodberry, liveoak, plant
Feats: Iron Will, Leadership B, Power Attack, TrackB, Weapon growth, quench (DC 15), transmute metal to wood, wood shape (living
Focus (slam) wood only; DC 14) Caster level 8th. The save DCs are Charisma-based.
Environment: Any land Immunity to Electricity (Ex): A green warden shambling
Organization: Solitary mound takes no damage from electricity. Instead, any electricity
Challenge Rating: 7 attack used against it temporarily grants it 1d4 extra points of
Treasure: 1/10th coins; 50% goods; 50% items Constitution. The green warden shambling mound loses these
Alignment: Often neutral points at the rate of 1 per hour.
Advancement: 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment: +13 Regeneration (Su): See the green warden template.
Here is an example of a green warden using a shambling mound as Trackless Step (Ex): See the green warden template.
the base creature. Skills: A green warden shambling mound has a +4 racial bonus
Green warden shambling mounds are kings among their kind. on Hide, Listen, and Move Silently checks and a +10 racial bonus
These intelligent, carnivorous plants protect the land from fires on Knowledge (nature), Listen, Spot, and Survival checks. *It has
and from overharvesting. Though they are most often found in a +12 racial bonus on Hide checks when in a swampy or forested
marshes, green warden shamblers can make their homes nearly any area. A green warden shambler may use Knowledge (nature) as
place where green plants grow. though trained even if it possesses no ranks in the skill.
Half-Drow
Half-drow are the results of sexual or magical unions between dark elves and other creatures. The blood of the dark elf fuses with that of
the other creature, adding to its abilities rather than weakening both bloodlines, as can occur in other such unions.
Extremely adventurous drow sometimes take the shapes of other creatures to seek out sexual encounters, and spellcasters occasionally
splice drow with other creatures in hopes of creating better slaves. The most common method of creating a half drow, however, is through
an act of sexual violence. Thus, the birth of a half-drow is rarely a happy occasion, despite the augmented abilities it usually displays.
Half-drow run the gamut of personalities, but most are wrathful creatures that hate the poisonous blood in their veins and the world that
reviles them. A rare few revel in their close relation to drow, using the power of their birthright to achieve their aims. Some unfortunate
half-drow admire the dark elves and try to emulate them in manner and dress—even going so far as to live on the outskirts of drow 141
settlements, in some cases. Though they do their best to win the approval and acceptance of full-blooded drow, they are almost universally
met with ridicule and murderous violence.
A half-drow generally displays most of the features of its nondrow parent race, but its hair is a shockingly bright white, and its skin is
the telltale jet-black shade of a dark elf. Its eyes are bright gems of ruby crimson, and its ears come to at least a subtle point. Half-drow
elves are extremely rare, since both races routinely kill such abominations, but those that do survive look just like dark elves and can often
infiltrate drow society undetected.
Creating a Half-Drow
Half-Drow
“Half-drow” is an inherited template that can be added to any Spell Resistance (Ex): A half-drow has spell resistance equal to
living, intelligent, corporeal, nondrow creature either the base creature’s spell resistance (if any) or 9 +
(referred to hereafter as the base creature). base creature’s character level, whichever is higher.
A half-drow uses all the base creature’s abilities and Will Save Bonus (Ex): A half-drow receives a +1 racial
statistics in addition to those noted here. bonus on Will saves against spells and spell-like
abilities.
Size and Type: Size and type are unchanged, but
the creature gains the drow and elf subtypes Abilities: Change from the base creature as follows:
if the base creature does not already have them. Dex +2, Con –2 (minimum 1), Int +2.
Special Attacks: The half-drow retains all the base creature’s Skills: A half-drow gains a +1 racial bonus on Listen, Search, and
special attacks and gains those described here. Spot checks.
Spell-Like Abilities (Sp): 1/day–dancing lights, darkness, faerie Organization: Solitary, pair, family (3–5), or clan (6–36).
fire. Caster level equals half-drow’s character level.
Challenge Rating: Same as the base creature +1, or +0 if abilities
Special Qualities: The half-drow retains all the base creature’s overlap significantly.
special qualities and gains those described here.
Alignment: Usually chaotic neutral.
Darkvision (Ex): A half-drow has darkvision to a range of
Level Adjustment: Same as the base creature +2.
60 feet. If the base creature already has darkvision, its range
increases by +20 feet (maximum 120 feet).
Drow Blood (Ex): Half-drow are considered to be members
Half-Drow Characters
of the base creature’s race and of the drow and elf races for Half-drow are adventurers by nature, always ready to move on and
the purpose of racially specific special abilities and effects. face new dangers when situations become too threatening. They
instinctively distrust any group of creatures that seems willing to
Immunity to Sleep (Ex): Half-drow are immune to sleep accept them, though they secretly long for such companions. A
magic and effects. half-drow favors whichever class the base creature does.
Half-Giant
anatomies, and creatures
immune to critical hits Spell Resistance (Ex): See the half-drow
are all immune to sneak template.
attacks. The half-drow/
half-derro may choose to Vulnerability to Sunlight
deliver nonlethal damage (Ex): A half-drow/half-
with its sneak attack, but derro takes 1 point of
only when using a weapon Constitution damage
designed for that purpose, for every hour it is exposed
such as a sap (blackjack). to sunlight, and it dies if its
Constitution score reaches
Spell-Like Abilities: At 0. Lost Constitution points
will—darkness, ghost sound; are recovered at the rate of
1/day— dancing lights, daze (DC 1 per 24-hour period spent
13), faerie fire, sound burst (DC underground or otherwise
15). Caster level 3rd. The save DCs sheltered from the sun.
are Charisma-based.
Will Save Bonus (Ex):
Drow Blood (Ex): See the half- A half-drow/half-derro
drow template. receives a +1 racial bonus on
Will saves against spells and
Immunity to Sleep (Ex): Half-drow/
spell-like abilities.
half-derro are immune to sleep magic
and effects. Skills: A half-drow/half-derro
has a +4 racial bonus on Hide and Move
Madness (Ex): A half-drow/half-derro
Silently checks.
uses its Charisma modifier on Will saves
Half-Giant
Most true giants view their ability to procreate with other races and other kinds of giants as a curse upon their kind. Indeed, the storm
giant seer Rodvind Tusenmaug wrote in his salient text, Blood of Thunder, “Beware your cousins of the stone and hill, for they are closest
to the corrupting earth. Beware your cousins of ice and fire, for their blood runs too cold and too hot. Even more, beware your brothers of
the clouds, for their hearts blow with the prevailing winds. But most of all, beware the half-spawn of your own kind, for their blood is the
wine of temptation and their souls have no masters. Unchecked, they will be the ruin of your castles and the despoilers of your lands.”
A few kinds of giants, however, view the ability to breed with other races as a gift. In particular, ogre mages often polymorph into giants
of various kinds in order to mate with them. Through such trickery, they hope to produce children who can act as their spies and assassins
among the other giant races.
No matter how an individual giant feels about mating with other races, the fact remains that they are physically capable of procreating
with nearly any creature of naturally humanoid form. Such a union produces a child with most of the traits of its nongiant parent, or of
the mother if both parents are giants. Giant parentage often results in increased size and strength, and it bestows the giants’ famous knack
for throwing boulders. Half-giant blood dilutes in just one generation, however; the children of nongiant/half-giant pairs display no trace
of giant heritage except perhaps strangely colored hair, skin, or eyes. Similarly, the children of a giant and a half-giant show few signs of
the nongiant grandparent’s blood.
In addition to their strength and size, half-giants often exhibit other traces of their giant parent’s heritage. A cloud half-giant has white
hair throughout its life, and an ettin half-giant always has two heads. A fire half-giant’s body is coal-black, and a hill half-giant tends
toward fat even when perfectly fit. A frost half-giant has yellow eyes, hair, and teeth, and a storm half-giant’s hair is dark green. An ogre
half-giant usually has overly long arms and large hands, while an ogre mage half-giant possesses light green skin and black nails. A troll
half-giant has the warty green skin common to that race.
Troll and ogre half-giants are by far the most common specimens; other half-giants are born only rarely. Though usually encountered
singly, half-giants might be encountered in droves in areas where they are deliberately fostered. For example, an exiled hill giant might
rule a tribe of orcs, or a colony of grimlocks might be allied with stone giants. 143
Creating a Half-Giant
“Half-giant” is an inherited template that can be added to any
living, corporeal creature of at least Small size and naturally
Attacks
humanoid shape (referred to hereafter as the base creature). Half-Giant Size Size Modifier for Attack Rolls
Creatures that do not reproduce in the same manner as giants
Medium +0
cannot receive this template. Furthermore, mating between giants
Large –1
of the same kind does not produce half-giants.
Half-Giant
Huge –2
A half-giant uses all the base creature’s statistics and special Gargantuan –4
abilities except as noted here. Colossal –8
Size and Type: Type is unchanged, but the creature gains the Damage: The half-giant’s increased Strength increases its damage
giantkin subtype if the base creature does not already have it. modifier accordingly. Furthermore, if the half-giant gains a
size category, it may use correspondingly larger weapons, so
If the base creature’s size category is not equal to or larger
the base damage for each of its natural and weapon attacks
than that of the giant parent, the half-giant gains one size
increases by one step, according to the following table.
category (maximum Colossal). This change affects its ability
scores, AC, attack bonus, and natural armor, as detailed in Damage
the following sections.
Old Damage New Damage
Giantkin Subtype: The half-giant is considered both a giant
and a creature of its normal type for the purpose of spells, 1 1d2
abilities, and effects that affect those types. If its type renders 1d2 1d3
it immune to an effect that would normally affect a giant, it 1d3 1d4
remains immune unless the effect specifically targets creatures 1d4 1d6
of the giant type. In addition, the half-giant 1d6 1d8
may use magic items with racially specific 1d8 2d6
qualities as though it were of the giant type. 1d10 2d8
2d6 3d6
Speed: If the half-giant gains a size category, each 2d8 3d8
of its speeds increase by +10 feet over that of 4d6 6d6
the base creature. 4d8 6d8
Armor Class: The half-giant’s natural armor bonus Space/Reach: Same as the base creature unless the half-giant
improves by +1 over that of the base creature. It might also gained a size category. In that case, the half-giant has a
increase further because of a size change, as given in the space and reach appropriate for its new size, as described
following table. In addition, the half-giant might take a in the following table. If the base creature had greater than
greater size penalty to AC than the base creature did. If the normal reach for its size, add 5 feet to the reach indicated
creature gained a size category, replace the old size modifier on the table.
with the appropriate value from the following table.
Space/Reach
Armor Class
New Size Space/Reach
New Size Natural Armor New Size
Bonus Increase Modifier to AC Medium 5 ft./5 ft.
Large 10 ft./10 ft.
Medium None None Huge 15 ft./15 ft.
Large +2 –1 Gargantuan 20 ft./20 ft.
Huge +3 –2 Colossal 30 ft./30 ft.
Gargantuan +4 –4
Colossal +5 –8 Special Attacks: The half-giant retains all the base creature’s
special attacks and gains the one described here.
Attack: The half-giant retains all the base creature’s attacks, and
its weapon and armor proficiencies. Its bonus on attack Rock Throwing (Ex): A jotunblood giant has a +1 racial
rolls changes based on its new base attack bonus, its new bonus on attack rolls made to throw rocks. It can throw
Strength modifier, and its new size modifier (if any), as rocks weighing up to the amount given in the following table
given on the following table. five range increments, assuming it has the Strength to lift a
Rock Throwing Troll: Fast Healing (Ex): A half-troll has fast healing 2.
Half-Giant
Half-Giant’s Rock Base Rock Range Any Other Giant: Giant’s Blood (Ex): The blood of the giant
Size Weight Damage Increment grants the half-giant a +2 competence bonus on Spot
checks and a +2 bonus on Fortitude saves.
Medium 10 lb. 1d8 60 ft.
Large 50 lb. 2d6 120 ft. Rock Catching (Ex): Once per round, a half-giant that
Huge 80 lb. 2d8 140 ft. would normally be hit by a rock of Small, Medium, or
Gargantuan 120 lb. 2d8 180 ft. Large size can make a Reflex save to catch it as a free
Colossal 180 lb. 4d6 220 ft. action. The DC is 15 for a Small rock, 20 for a Medium
one, and 25 for a Large one. (If the projectile provides a
Special Qualities: The half-giant retains all the base creature’s magical bonus on attack rolls, the DC increases by that
special qualities and gains those described here. amount.) The half-giant must be ready for and aware of
Giant Quality: The exact giant quality bestowed depends on the attack in order to make a rock catching attempt. The
the giant parent, as follows. half-giant gains this special quality even if its giant parent
did not have it.
Cloud Giant: Scent (Ex): A half-cloud giant can detect
approaching enemies and sniff out hidden foes by sense Abilities: The half-giant’s abilities change based on its size, as
of smell alone. See the MM for details of this quality. shown in the following table.
Combat
Half-Plant
Half-Plant
Half-plants live between the worlds of flora and fauna. They often have grass for hair, thorns for nails, leaves for ears, barklike skin that
comes in any of a hundred hues, and eyes that come in any color that flowers do.
Creating a Half-Plant
“Half-plant” is an inherited template that can be applied to any Plant Feeding (Ex): If a half-plant remains in the direct light of
aberration, animal, dragon, fey, giant, humanoid, magical beast, the sun for at least 4 hours, it does not need to eat that day.
monstrous humanoid, outsider, or vermin (referred to hereafter as
Plantlike (Ex): A half-plant creature counts as a
the base creature).
plant for the purpose of spells and effects that
A half-plant uses all of the base creature’s statistics specifically affect creatures of the plant type. Half-
and special abilities except as noted here. plant creatures can use magic items with powers
or abilities that work specifically for creatures of
Armor Class: The half-plant’s natural armor bonus
the plant type. A half-plant also has a +4 bonus
improves by +1 over that of the base creature.
on saving throws against poison, sleep, paralysis,
Special Qualities: The half-plant retains all the base stunning, polymorphing, and mind-affecting effects.
creature’s special qualities and gains those described here.
Abilities: Change from the base creature as follows: Dex –2
Fortification (Ex): When a creature becomes a half-plant, (minimum 0), Con +4.
many of its internal organs are replaced by vegetable matter.
Skills: A half-plant has a +5 racial bonus on Hide checks in forests
Thus, whenever a sneak attack or critical hit is scored
and flora-heavy settings.
against the half-plant, there is a 50% chance that the extra
damage is negated and damage is rolled normally. Level Adjustment: Same as the base creature +1.
Low-Light Vision (Ex): The half plant can see twice as far
as a human in torchlight, starlight, moonlight, and other Half-Plant Characters
146 conditions of low light. A half-plant favors whichever class the base creature does.
Using the Half-Plant Template
This template is an unusual idea that might seem difficult to place in a game at first glance, but many options exist for using
half-plants.
Dryad-Spawn: Half-plants might result from matings between dryads and other creatures.
Half-Plant Elves: All elves (or other creatures closely associated with the natural world) could be half-plants in a given
Half-Plant
campaign. Each elf subrace could be associated with a different tree: oak, birch, yew, holly, and hawthorn.
Magical Crossbreeding: A half-plant might be a hybrid created by druidic magic. Perhaps a druid or a spellcasting treant has
been turning humanoids into half-plants as a curse.
Pod Creatures: Half-plants might be neutral evil beings created by the implantation of a seed. In this case, each half-plant
should have the implant and hive mind abilities described here. This option increases the template’s CR adjustment by +1 and
makes it a poor choice for player characters.
Hive Mind (Ex): Each half-plant is in constant communication with all others within 1 mile. Half-plants within sight of one
another cannot be caught flat-footed or flanked unless all of them are.
Implant (Ex): Once per day as a full-round action, a half-plant may implant a seed into a helpless foe. If the victim qualifies for
the half-plant template, the seed slowly grows over the course of 30 days, gradually taking over the organs of the base creature.
At the end of the 30 days, the victim becomes a half-plant, and its alignment changes to neutral evil.
Fortification (Ex): See the half-plant template. a +5 racial bonus on Hide checks in forests and other settings
dominated by plant life.
Low-Light Vision (Ex): See the half-plant template.
Holy Creature
Good gods and goddesses typically require great sacrifices of their servants—not because the deities are cruel or greedy, but because the
causes good creatures care about make such efforts necessary. Yet deities of justice cannot ask such sacrifices of their worshipers without
giving of themselves or providing their supplicants with the tools they require to do right in their names.
Holy creatures are mortal beings empowered by good gods to act on their behalf in the mortal world. Such a gift is also a great
responsibility, and as such, no god bestows it lightly. Only a deity’s most devout and capable worshipers garner enough of their god’s favor
to gain the mantle of holy creatures, and even then, they take it on only when the need is greatest. Holy creatures bear this responsibility
with due reverence and are always on their guard against corruption and failure, since the power of holiness is easier lost than gained.
A holy creature appears much as it did before it gained its god’s favor, but its newfound confidence and unflagging hope tend to
straighten its back and lengthen its stride.
Holy Creature
Armor Class: 26 (+2 Dex, +14 natural), touch 12, flat-footed 24,
or 15 (+2 Dex, +3 deflection), touch 15, flat-footed 13
Base Attack/Grapple: +10/+18
Attack: +4 holy greatsword +22 melee (2d6+15/19–20 plus
sacredness) or light ray +12 ranged touch (2d12)
Full Attack: +4 holy greatsword +22/+17 melee
(2d6+15/19–20 plus sacredness) or 2 light rays +12
ranged touch (2d12)
Space/Reach: 5 ft./5 ft.
Special Attacks: Gaze, holy spellcasting, sacredness,
spell-like abilities, spells
Special Qualities: Alternate form, damage reduction
10/evil and cold iron, darkvision 60 ft., holy body,
immunities (electricity, petrification), low-light
vision, negative energy protection, protection from
evil, protective aura, resistances (cold 10, fire 10), spell
resistance 28, tongues
Saves: Fort +9, Ref +9, Will +12
Abilities: Str 27, Dex 14, Con 15, Int 20, Wis 21, Cha 20
Skills: Concentration +15, Diplomacy +7, Escape Artist
+15, Handle Animal +18, Hide +15, Knowledge
(any two) +18, Listen +22, Move Silently +15, Ride
+17, Sense Motive +22, Spot +22, Use Rope +2 (+4 with
bindings)
Feats: Combat Expertise, Improved Disarm, Improved
Initiative, Improved Trip
Environment: Any chaotic-good aligned plane
Organization: Solitary, pair, or squad (3–5)
Challenge Rating: 14
Treasure: No coins; double goods; standard items
Alignment: Always chaotic good
Advancement: 11–15 HD (Medium); 16–30 HD (Large)
Level Adjustment: —
Here is an example of a holy creature using a ghaele as the base affected as though by a fear spell for 2d10 rounds. A nonevil creature
creature. or an evil creature with more than 5 character levels subjected to the
Gifted with an aura of wholesomeness that sets them apart as holy ghaele’s gaze must succeed on a DC 20 Will save or be affected
virtuous even among the paragons of virtue, holy ghaeles perform as though by a fear spell. The save DCs are Charisma-based.
the most important missions for the deities of good. Their elflike Holy Spellcasting (Su): See the holy creature template.
forms emanate an almost palpable aura of magnanimous kindness.
Those suffering under the yoke of evil earn their aid, but no one Light Ray (Ex): A holy ghaele in globe form can project light rays
who preys on others can escape their wrath. to a range of 300 feet. This attack overcomes damage reduction of
any type.
Holy ghaeles speak Celestial, Draconic, and Infernal, and their
tongues ability enables them to speak with almost any creature. Sacredness (Su): See the holy creature template.
Spell-Like Abilities: At will—aid, charm monster (DC 19), color
Combat spray (DC 16), comprehend languages, continual flame, cure light
A holy ghaele fearlessly confronts any foe, trusting even its wounds (DC 16), dancing lights, detect evil, detect thoughts (DC 17),
weakest healing spells to close mortal wounds. It metes out spells disguise self, dispel magic, hold monster (DC 20), greater invisibility
and sword blows with equal fervor, striking down evil wherever it (self only), greater teleport (self plus 50 pounds of objects only),
dares to rear its head. major image (DC 18), see invisibility; 1/day—chain lightning (DC
21), prismatic spray (DC 22), wall of force. Caster level 12th. The
A holy ghaele’s natural weapons, and any weapons it wields, are save DCs are Charisma-based.
treated as chaotic-aligned and good-aligned for the purpose of
overcoming damage reduction. Spells: A holy ghaele in humanoid form can cast divine spells as
a 14th-level cleric. It has access to two of the following domains:
Gaze (Su): In humanoid form, a holy ghaele’s gaze can slay evil Air, Animal, Chaos, Good, Healing, or Plant (plus any others its
creatures with 5 or fewer character levels to a range of 60 feet (DC deity offers). The save DCs are Wisdom-based.
20 Will save negates). Even if the save succeeds, the creature is 149
Typical Cleric Spells Prepared (6/8/7/6/6/5/4/3; save DC 15 + spell assume a new one. A change in form cannot be dispelled, nor does
level): 0—cure minor wounds*, detect magic, guidance, light, resistance, the holy ghaele revert to any particular form when killed. A true
virtue; 1st—bless, cure light wounds*, command (2), divine favor, seeing spell or ability, however, reveals both forms simultaneously.
obscuring mist, sanctuary, shield of faith; 2nd—aid, align weapon,
Holy Body (Su): See the holy creature template.
bear’s endurance, cure moderate wounds*, lesser restoration*, remove
paralysis*, zone of truth; 3rd—daylight, cure serious wounds*, prayer, Low-Light Vision (Ex): See the holy creature template.
remove curse, searing light, water breathing; 4th—death ward,
dismissal, divine power, holy smite*, neutralize poison*, restoration*; Negative Energy Protection (Su): See the holy creature template.
5th—break enchantment, dispel evil*, flame strike, raise dead, true
Icy Creature
Icy Creature
Icy creatures are elemental beings of deadly cold. Ice replaces muscle and bone in their bodies, and frost forms where normal creatures
would have hair or feathers. Icy creatures exude a deathly chill that freezes small creatures solid in an instant and wards away more
powerful beings. Icy creatures are masters of ice and never slip or lose purchase on an icy surface.
Icy creatures often mirror the forms and powers of other beings—particularly those native to the Elemental Planes of Air and Water,
and any cold climes. They often settle in the same areas as the creatures they mimic, eventually driving the original creatures out of their
normal habitats. Those creatures that do not leave are eradicated or enslaved, but never befriended, since icy creatures view them as lesser
reflections of themselves.
150
area, melting away as normal for the ambient temperature. supernatural ice unless it wishes, and it can always climb ice
Creatures walking on the ice must spend 2 squares of and icy surfaces as though affected by a spider climb spell.
movement to enter any square covered by it. The DC for any
Abilities: Change from the base creature as follows: Dex –2
Balance, Climb, or Tumble check made in the area increases
(minimum 1), Con +4.
by +5.
Skills: An icy creature gains a +5 racial bonus on Balance and
Icy Touch (Ex): An icy creature is chilling to the touch. Any Climb checks.
creature that makes a successful touch attack against it takes
1d6 points of cold damage. Each of the icy creature’s natural Languages: If the icy creature can speak, it gains the ability to
Icy Creature
melee attacks (including successful grapple checks made speak Aquan in addition to any other languages the base
during its turn) and attacks with metallic melee weapons creature knows.
deals +1d6 points of cold damage. Any creature damaged by Environment: Same as the base creature plus cold.
the icy creature’s icy touch must succeed on a Fortitude save
(DC 10 + icy creature’s character level + icy creature’s Con Challenge Rating: Same as the base creature +1.
modifier) or be paralyzed for 1d4 rounds. Level Adjustment: Same as the base creature +4.
Special Qualities: The icy creature retains all the base creature’s
special qualities and gains those described here. Icy Creature Characters
Ice Mastery (Ex): An icy creature gains a +1 morale bonus An icy creature favors whichever class the base creature does. The GM
on attack and damage rolls if its foe is touching ice. In may wish to allow an icy PC to negate or resume its icy extraordinary
addition, the icy creature never slips or slides on natural or attacks as a standard action in order to travel with a party more easily.
belker can use its extraordinary abilities in smoke form, but not its
Fortitude save each subsequent round to cough out the semi
exude ice ability.
vaporous menace.
Skills: An icy belker has a +4 racial bonus on Move Silently checks
Elemental Traits: An icy belker has immunity to poison, sleep effects,
and a +5 racial bonus on Balance and Climb checks.
paralysis, and stunning. It is not subject to critical hits or flanking.
Id Ooze
Every adventurer worthy of the moniker knows that oozes are unthinking blobs of protoplasm. If spotted early, these dangerous creatures
can be avoided quite easily. Yet a few oozes do have the ability to think, albeit in an alien way. These “id oozes,” as adventurers have come
to call them, seem to be aberrant spawn of typical oozes rather than a race in their own right.
Id oozes are ruled by impulse. Although they are intelligent, their understanding of the world is guided by instinct rather than reasoning.
Consequences and thoughts of the future are as alien to them as their thought processes are to most other creatures. Consequently, many
id oozes behave as rashly as any unintelligent ooze, attacking any targets they notice. The difference between id oozes and normal oozes
becomes apparent only when an id ooze chooses to attack.
Creating an Id Ooze
“Id ooze” is an inherited template that can be added to any Abilities: Increase from the base creature as follows: Dex +6, Con
unintelligent ooze (referred to hereafter as the base creature). +6, Wis +6, Cha +6. Furthermore, the id ooze gains an
Intelligence score if 10.
An id ooze uses all the base creature’s statistics and special abilities
except as noted here. Skills: Because it is intelligent, the id ooze has skills. It gains a
number of skill points equal to 2 per HD after the first, with
Armor Class: An id ooze can use a shield. If it has just one natural
8 skill points at 1st level. An id ooze’s class skills are Hide,
attack, using a shield prevents it from making attacks at all.
Listen, Move Silently, and Spot. If the base creature has a
Attack: An id ooze retains all the base creature’s climb speed, Climb is also a class skill, and if it has
attacks, but not its weapon and armor a swim speed, Swim is also a class skill.
proficiencies. These attacks retain the same
Languages: Id oozes cannot speak and do not
primary or secondary status they had for
communicate.
the base creature. In lieu of making natural
attacks, however, it can wield a weapon Feats: An id ooze has a number of feats appropriate
appropriate for its size. The id ooze can use for a creature of its HD. If it often uses a shield
a pseudopod to wield or manipulate any object or wields a weapon, it must take feats that give it
that can be held in one hand. If the base creature has more proficiency with those items or take nonproficiency
than one natural attack, the id ooze can use two pseudopods penalties.
to wield objects, functioning like a creature using a weapon
with two hands. It does not, however, gain proficiency with Challenge Rating: Same as the base creature +1.
these items unless it takes the appropriate feats (see Feats, Treasure: Same as the base creature plus any items carried.
below). Wielding objects with two pseudopods prevents it
from using any of its natural attacks. Alignment: Always chaotic neutral.
Damage: The id ooze deals damage normally with its natural Advancement: Same as the base creature or by character class.
attacks and any weapons it wields. If it wields a weapon, Level Adjustment: —
shield, or any other object, and it normally deals energy
damage with its touch or a slam attack, the object takes the
indicated damage once per round at the end of the id ooze’s Id Ooze Characters
turn. Certain materials, however, take no damage from acid The strange abilities and forms of oozes make them poor choices
and other types of energy. for player characters. NPC id oozes favor the barbarian class.
152
- Sample Creature: Id Ochre Jelly -
Large Ooze Id ochre jellies cannot speak and do not communicate.
Hit Dice: 6d10+54 (87 hp)
Initiative: –2
Combat
Speed: 10 ft. (2 squares), climb 10 ft. Since the id ochre jelly can’t attack while wielding its tower shield,
Armor Class: 11 (–1 size, –2 Dex, +4 tower shield), touch 11, it employs the shield for cover in rounds that it does not wish to
flat-footed 11 attack and drops it when it wants to attack with a slam. If a thrown
Inveigler
Base Attack/Grapple: +4/+10 weapon is used against it or it manages to disarm a foe, the id ooze
Attack: Slam +6 melee (2d6+3 plus 1d4 acid) might pick up the weapon—not to attack with, but to split itself
Full Attack: Slam +6 melee (2d6+3 plus 1d4 acid) (see Split, below).
Space/Reach: 10 ft./5 ft.
Special Attacks: Acid, constrict 2d6+3 plus 1d4 acid, improved grab Acid (Ex): An id ochre jelly secretes a digestive acid that dissolves
Special Qualities: Blindsight 60 ft., ooze traits, split only flesh. Any melee hit or constrict attack deals 1d4 points of
Saves: Fort +11, Ref +2, Will +0 acid damage.
Abilities: Str 15, Dex 7, Con 28, Int 10, Wis 7, Cha 7 Constrict (Ex): An id ochre jelly deals automatic slam and acid
Skills: Climb +9 (+19 without tower shield), Spot +7 damage with a successful grapple check.
Feats: Improved Natural Attack (slam), Lighting Reflexes,
Weapon Focus (slam) Improved Grab (Ex): To use this ability, an id ochre jelly must hit
with its slam attack. It can then attempt to start a grapple as a free
Environment: Temperate marshes action without provoking an attack of opportunity. If it wins the
Organization: Solitary grapple check, it establishes a hold and can constrict.
Challenge Rating: 6
Treasure: Tower shield Ooze Traits: An id ochre jelly is blind (blindsight 60 ft.) and
Alignment: Always chaotic neutral immune to gaze attacks, visual effects, illusions, and other attack
Advancement: 7–9 HD (Large); 10–18 HD (Huge); or by class forms that rely on sight. It is immune to poison, sleep effects,
Level Adjustment: — paralysis, stunning, and polymorphing. It is not subject to critical
hits or flanking.
Here is an example of an id ooze using an ochre jelly as the base
creature. Split (Ex): Slashing and piercing weapons and electricity attacks
deal no damage to an id ochre jelly. Instead, the creature splits
At first glance, this creature resembles a giant’s tower shield into two identical jellies, each with half of the original’s current
scuttling along like a beetle. Closer inspection reveals a yellow- hit points (rounded down). An id ochre jelly with 10 or fewer hit
brown, amoebalike mass of goo holding the tower shield above it. points cannot be further split and dies if reduced to 0 it points.
An id ochre jelly can grow to a diameter of about 15 feet and a Skills: An id ochre jelly has a +8 racial bonus on Climb checks
thickness of about 6 inches, but it can compress its body to fit into and can always choose to take 10 on a Climb check, even if rushed
cracks as small as 1 inch wide. A typical specimen weighs about or threatened.
5,600 pounds.
Inveigler
The inveigler uses lies as weapons and weaves armor from falsehood. A manipulator and a cheat, the inveigler is so consumed with hiding
the truth and controlling others’ ideas of what the truth is that its words and thoughts gain supernatural power.
Inveiglers look like perfectly ordinary specimens of their kinds. Most are likeable and have many friends, but they are consummate liars,
and the lies they tell have the power to command the minds of others. Many inveiglers use their powers to assume roles of authority, but
just as many are content to function as the power behind the throne.
Creatures that already rely on falsehood to make their way through life are much more likely to become inveiglers than those that do not.
Some inveiglers say they are the chosen messengers of a god of deceit, others claim to have made bargains with demons for their souls,
and still others tell anyone who can pry an answer from them that they were born inveiglers. If anything can be said about an inveigler,
however, it is that no story it tells can possibly be true.
Creating an Inveigler
“Inveigler” is an acquired template that can be added to any Special Attacks: The inveigler retains all the base creature’s special
nongood creature whose Intelligence and Charisma scores are each attacks and gains those described here.
8 or higher (referred to hereafter as the base creature).
Charming Falsehood (Su): Once per day, an inveigler can tell a
An inveigler uses all the base creature’s statistics and special lie so convincing it enchants a single creature that hears it. The
abilities except as noted here. inveigler need not be able to see the target of its lie or have line
of effect to it, but if the target cannot hear the lie, this use of 153
the ability is wasted. The lie must be one that would cause the allow characters to discover the truth, provided the creatures
target to view the inveigler as a trusted friend or that would interviewed are privy to that truth.
make it likely to follow the inveigler’s orders, but it can be as
Undetectable Alignment (Su): Magical effects used to
outlandish as the inveigler wishes. If the target hears the lie, it
determine an inveigler’s alignment automatically reveal it to
must attempt a Sense Motive check opposed by the inveigler’s
be the same as that of the creature doing the detecting. If
Bluff check. A creature that fails this check by less than 5
the inveigler is aware of the attempt, it can instead cause the
is affected as though by the charm monster spell (caster level
magic to reveal any alignment it chooses. This ability also
equals inveigler’s character level). Failure by 5 or more means
protects the inveigler from spells that detect only certain
the inveigler has dominated the target as though using the
alignment components, such as detect evil. It defeats even
dominate monster spell (caster level equals inveigler’s character
Inveigler
Jotunblood Giant
continuously use detect thoughts as the spell (caster level 18th; Will
DC 16 negates). It can suppress or resume this ability as a free
action. The save DC is Charisma-based.
Sorcerer Spells Known (6/7/7/5; save DC 14 +spell level):
0—arcane mark, detect magic, detect poison, disrupt undead, ghost
sound, ray of frost, read magic; 1st—charm person, mage armor, magic
missile, ray of enfeeblement, silent image; 2nd—acid arrow, flaming
sphere, mirror image; 3rd—gaseous form, suggestion.
Change Shape (Su): An inveigler doppelganger can assume the
shape of any Small or Medium humanoid. In humanoid form, the
doppelganger loses its natural attacks. The inveigler doppelganger
can remain in its humanoid form until it chooses to assume a new
one. A change in form cannot be dispelled, but the creature reverts
to its natural form when killed. A true seeing spell or ability reveals
its natural form.
Hidden Enchantment (Su): See the inveigler template.
Summon Familiar (Sp): This inveigler doppleganger does not
currently have a familiar.
Taken to the Grave (Su): See the inveigler template.
Truth Be Told (Su): See the inveigler template.
Undetectable Alignment (Su): See the inveigler
template.
Undetectable Thoughts (Su): See the inveigler template. opponent’s mind, it also gains a +4
circumstance bonus on Bluff and Disguise
Skills: An inveigler doppelganger has a +12 racial bonus on Bluff checks.
checks and a +4 racial bonus on Disguise and Sleight of Hand
checks. *When using its change shape ability, it gets an additional Possessions: Cloak of resistance +1, glove of storing,
+10 circumstance bonus on Disguise checks. If it can read an ring of protection +1, wand of silence.
Jotunblood Giant
Born mightier and larger than usual for their kind, jotunblood giants tower over their fellows both in height and in power. Often called
king-giants by the smaller races, jotunblood giants almost invariably live up to that name, acting as leaders of the other giants they live
with. Few giant tribes can boast more than one jotunblood giant, and these creatures rarely beget more. Typically, a jotunblood giant is
born when a giant tribe lacks strong leadership. The birth of a second jotunblood giant to a tribe that already has one is usually seen as a
sign from the giant gods that the tribe has grown too large and must split, with the two halves going their separate ways. Reluctance to
do so has led to bloody civil wars and long-held grudges.
chosen from those given, or designing a new one more akin to its normal abilities. Such a super giant could be a unique
monster, or you could rule that all giants of that kind are unusually large in your campaign.
Armor Class: The base creature’s size modifier to AC is replaced table. If the base creature had greater than normal reach
by one based on the jotunblood giant’s new size, as given for its size, add 5 feet to the reach indicated on the table.
in the following table. In addition, its natural armor bonus
increases over that of the base creature by the amount Space/Reach
indicated.
New Size New Space/Reach
Armor Class Huge 15 ft./15 ft.
Gargantuan 20 ft./20 ft.
Old New Size Natural Armor
Colossal 30 ft./30 ft.
Size Size Modifier Bonus Change
Special Attacks: A jotunblood giant retains all of the base
Large Huge +7 –2
creature’s special attacks and gains the one described here.
Huge Gargantuan +8 –4
Gargantuan Colossal +9 –8 Rock Throwing (Ex): A jotunblood giant has a +1 racial bonus
on attack rolls made to throw rocks. This bonus stacks with
Base Attack Bonus: The jotunblood giant’s base attack bonus is
any existing racial bonus. The jotunblood giant can throw
equal to its new HD x 3/4, rounded down.
rocks weighing up to the amount given in the following table
Grapple: The jotunblood giant’s size modifier on grapple checks up to five range increments. The size of the range increment
increases by +4 over that of the base creature. depends on the jotunblood giant’s size category, as given
in the table. If the base creature has a better rock throwing
Attack: The jotunblood giant retains all the base creature’s attacks,
ability, use its values instead. The jotunblood giant gains its
and its weapon and armor proficiencies. Its bonus on attack
Strength bonus (if any) on damage rolls when it strikes a foe
rolls changes based on its new base attack bonus, its new
with a thrown rock. The jotunblood giant gains this special
Strength modifier, and its new size modifier, as given on the
attack even if the base creature did not have it.
following table.
Jotunblood Giant
damage.
Hill Giant: Earth-Shaking Bellow (Su): Once
every 1d4 rounds, a jotunblood hill
giant can loose an earth-shaking bellow
that functions like an earthquake spell,
except that the area is a 40-foot cone-
shaped spread directed away from the
jotunblood hill giant.
Ogre, Merrow, or Ogre Mage: Stunning
Blow (Ex): Once every 1d4 rounds,
a jotunblood ogre can imbue its
melee attacks with stunning force.
A creature damaged by such an attack
must succeed on a Fortitude save
(DC 10 + 1/2 jotunblood ogre’s
racial HD + jotunblood ogre’s Str
modifier) or be stunned for 1 round.
Stone Giant: Stone Calling (Su): A jotunblood
stone giant can cause any rock within
1,000 feet to fly at a foe simply
by calling to it. The rock must be
unattended and of a size that the
jotunblood stone giant could normally
lift and throw. Resolve the attack as
though the jotunblood stone giant were
standing where the rock is and throwing
it at the foe, adding the jotunblood
stone giant’s Strength bonus to damage
as normal. The jotunblood stone giant
can even use this ability to hurl rocks at
creatures it cannot see, including foes that
have total cover from its position. However, it
must guess where such foes are, and even if it
guesses correctly, it has a 50% miss chance. Jotunblood
stone giants often use this ability to confuse foes and
attack enemies outside their normal rock-throwing
range. Trample
Storm Giant: Breath Weapon (Su): A jotunblood storm giant Size Base Trample Damage
can breathe a 40-foot cone of lightning once every
1d4 rounds. Every creature caught in the cone must Huge 2d6
make a Reflex save (DC 10 + 1/2 jotunblood storm Gargantuan 2d8
giant’s racial HD + jotunblood storm giant’s Con Colossal 4d6
modifier) or take 10d6 points of electricity damage. A
Special Qualities: The jotunblood giant retains all the base
successful save halves the damage.
creature’s special qualities and gains those described here.
Troll: Great Rend (Ex): When a jotunblood troll hits
Jotunblood Quality: The exact jotunblood qualities gained
with both claw attacks, it rips its foe apart and
depend on the kind of giant, as follows.
automatically deals an additional 4d8 points of
damage plus 1-1/2 times its Strength bonus. This Cloud Giant: Immunity to Sonic (Ex): Jotunblood cloud
ability replaces the troll’s rend ability. giants are immune to sonic damage.
Other Giant Type: Trample (Ex): The jotunblood giant can Ettin: Shift Sleeping (Ex): A jotunblood ettin’s heads sleep in
trample foes up to two size categories smaller than shifts. Since at least two heads are awake at any time,
itself. See the glossary in the MM for a description the jotunblood ettin can never be taken unaware as
of this ability and its effects. The trample deals it sleeps. Two of a jotunblood ettin’s heads can sleep
bludgeoning damage as described in the following while the other two are awake and working; thus,
table, plus 1-1/2 times the jotunblood giant’s Strength it can regain hit points and heal ability damage as
modifier. though it had bed rest even while remaining active. 157
Sleeping heads do not control their arms, however, Storm Giant: Resistance to Sonic (Ex): A jotunblood storm giant
and heads cannot sleep during combat. Jotunblood is inured to thunder, so it has resistance to sonic 20.
ettins are immune to sleep effects.
Troll: Statue Form (Su): At will and as a free action, a
Fire Giant: Resistance to Cold (Ex): A jotunblood fire giant jotunblood troll may turn itself to stone as though
burns with internal fire, which gives it cold resistance 20. with the statue spell, gaining a hardness of 8. It can
remain in this form as long as it wishes. As with the
Frost Giant: Resistance to Fire (Ex): A jotunblood frost giant
Jotunblood Giant
Abilities
Jotunblood Giant Size Str Dex Con
Huge +8 –2 (minimum 1) +4
Gargantuan +8 +0 +4
Colossal +8 +0 +4
Skills: The jotunblood giant gains a number
of additional skill points equal to (2 + Int
modifier, minimum 1) x 10. Skills given
in the base creature’s description are
class skills, and all others are cross-class
skills. The jotunblood giant retains any
skill points gained from class levels. New
racial bonuses, new size modifiers, and new
ability scores all modify skills. In addition,
the size change also changes the jotunblood
giant’s size modifier on Hide checks.
Feats: The jotunblood giant retains the base
creature’s bonus feats, but it loses all other feats
that the base creature had. Recalculate the number
of feat slots the jotunblood giant has based on its
158 character level (racial and class HD) and assign feats
as desired, giving preference to the feats that the base
creature possessed. The jotunblood giant must still meet any Jotunblood Characters
prerequisites for feats chosen to fill vacant feat slots. A jotunblood giant favors whichever class giants of its kind usually
Challenge Rating: Same as the base creature +4. favor. If the GM allows players to play giants, the jotunblood
template has a level adjustment of +3. The extra racial HD granted
Level Adjustment: Same as the base creature +3.
Lifespark Construct
by this template also count toward character level.
Lifespark Construct
All those knowledgeable in the creation and use of constructs know that such creatures obey the commands of their creators. Constructs
without instructions are no more than mindless hulks, following their last commands to the best of their feeble ability or awaiting
commands until their parts begin to decay.
Thus, it comes as a shock to most when an object still moves after the duration of the spell that gave it the semblance of life ends. Even
more shocking is the rare instance when a created construct goes rogue. Few understand why such events occur, since most creators who
discover that their constructs have a free will destroy them immediately. Some constructs, however, imbued with an intelligence and will
of their own by some spark of life, escape or overcome their creators to pursue whatever ends suit their developing minds and souls.
described in the MM. must still meet any prerequisites for feats chosen to fill
vacant feat slots.
Spirit Within (Ex): Though the lifespark construct is not a
living creature, a “spirit” still resides within it. Unlike most Treasure: Standard items. A lifespark construct collects items
constructs, the lifespark construct is not immune to all it finds useful. Potions and other items useless to it are
necromantic effects. Certain spells that rely on the existence discarded in favor of other items. A lifespark construct that
of a creature’s soul (not “life force”)—namely astral projection, takes a class usually carries items appropriate to that class.
clone, magic jar, and soul bind—can affect lifespark constructs.
Alignment: Usually neutral. Lifespark constructs can have any
No other necromantic effects affect lifespark constructs, and
alignment, but most tend not to care about law, chaos, good,
they are still immune to death effects. Though they cannot be
or evil. They generally seek to know more of the world
raised or resurrected, lifespark constructs can be reincarnated
around them while plumbing the mystery of their own
as described by the reincarnate spell. Golems are still immune
awakened intelligence. Even so, some lifespark constructs
to magic as described in the MM.
seem to be possessed of great evil or great good from the
Abilities: Replace the base creature’s Intelligence, Wisdom, moment they first refuse their masters’ commands.
and Charisma scores with new ones between 3 and 18.
Advancement: By character class. Because spellcasting lifespark
Determine each one by rolling 3d6. All the creature’s other
golems are still immune to most spells, as described in the
ability scores remain the same.
MM, they are often forced to use spells that affect creatures
Skills: Because of its recently awakened intelligence, a lifespark and objects other than themselves.
construct gains a number of skill points equal to (2 + Int
modifier, minimum 1) x (HD +3). A lifespark construct has
a number of class skills equal to one-half of its Intelligence
Lifespark Construct Characters
score; all other skills are considered cross-class skills. A The lifespark construct template gives players the option of playing
lifespark construct typically devotes skill points to whatever constructs that they were unable to play before. Though the
Craft skill is appropriate for repairing damage it sustains template has no level adjustment, GMs should be careful when
(see the base creature’s description for details), and several allowing a player to use a construct as a character. Constructs have
other skills favored by its creator. many natural immunities and hidden benefits, such as immunity
to fatigue, and they have many hidden penalties, such as no natural
Languages: A lifespark construct can speak even without a mouth. It healing and immunity to normal healing magic. Even so, playing a
can automatically speak the language of its creator and chooses construct can be a rewarding roleplaying experience.
its bonus languages from among those its creator knows.
Lunatic Creature
immune to any spell or spell-like ability that allows spell
resistance. In addition, certain spells and effects function
differently against the creature, as noted here. A
magical attack that deals electricity damage slows a
lifespark iron golem (as the slow spell) for 3 rounds,
with no saving throw. A magical attack that deals fire
damage breaks any slow effect on the golem and heals
1 point of damage for each 3 points of damage the attack
would otherwise deal. If the amount of healing would cause
the golem to exceed its full normal hit points, it gains any
excess as temporary hit points. A lifespark iron golem gets no
saving throw against fire effects. It is affected normally by rust
attacks, such as that of a rust monster or a rusting grasp spell.
Open Mind (Ex): See the lifespark construct template.
Spirit Within (Ex): See the lifespark construct template.
Possessions: Bead of force, eyes of the eagle, necklace of fireballs
(Type II), wand of burning hands.
Lunatic Creature
Ruled by the phases of the moon, lunatic creatures are moody beings whose hearts and minds shift with the shadows crawling across the
face of that silvery orb. Even during the day, when the sun is the only heavenly body visible in the sky, lunatic creatures continue to act as
the moon demands of them.
Lunatic creatures look just like normal specimens of their kinds, but their attitudes at any given time depend on the phase of the moon.
Two lunatic creatures of different races might not be visually similar to one another, but they might both sneer with suspicion during
the new moon or laugh uproariously for no reason when the moon is full. As the moon changes phases, the lunatic creature’s alignment
shifts. Even a despicably evil lunatic creature feels remorse for its actions during the full moon, and even the most decent and upstanding
one should be avoided during the days and nights surrounding a new moon.
Lunatic Creature
on attack and damage rolls. by a crescent of darkness. When the moon wanes gibbous, the lunatic
creature begins to settle down. Although the creature remains upbeat
Special Qualities: During the waxing gibbous moon, the lunatic and optimistic, its happiness has lost the manic edge it recently had,
creature retains all the base creature’s special qualities and and its perception and understanding of the world increases.
gains those described here.
Special Attacks: During the waxing gibbous moon, the lunatic
Low-Light Vision (Ex): A lunatic creature can see twice as creature retains all the base creature’s special attacks and
far as a human in starlight, torchlight, moonlight, and other gains those described here.
low-light conditions.
Darkness (Sp): Once per day, a lunatic creature can use
Scent (Ex): A lunatic creature can detect approaching darkness, as the spell (caster level equals lunatic creature’s
enemies and sniff out hidden foes by sense of smell alone. character level).
See the MM for details of this quality.
Light (Sp): Three times per day, a lunatic creature can use light,
Abilities: Increase from the base creature as follows: Wis +4. as the spell (caster level equals lunatic creature’s character level).
Alignment: The lunatic creature’s alignment shifts one step Shadow’s Friend (Ex): In conditions of low light or shadowy
toward good. If the base creature is already good, the lunatic illumination, the lunatic creature gains a +2 morale bonus
creature’s alignment shifts one step toward lawful. on attack and damage rolls.
Full Moon Template Special Qualities: During the waning gibbous moon, the lunatic
creature retains all the base creature’s special qualities and
When the moon is full, the Earth, sun, and moon are nearly in a gains the one described here.
straight line, with the Earth in the middle. The moon’s lighted side,
Low-Light Vision (Ex): A lunatic creature can see twice as
the one reflecting the light of the sun, faces toward the Earth and
far as a human in starlight, torchlight, moonlight, and other
looks like a bright, perfectly round beacon in the night sky. During
low-light conditions.
the full moon, the lunatic creature becomes positively gleeful. The
increased wisdom of the past few days vanishes, replaced by potent Abilities: Increase from the base creature as follows: Str +2, Con +2.
strength and verve.
Skills: The lunatic creature gains a +2 racial bonus on Move
Special Attacks: During the full moon, the lunatic creature Silently and Sense Motive checks.
retains all the base creature’s special attacks and gains those
Feats: The lunatic creature gains Alertness as a bonus feat if it did
described here.
not already have it.
Light (Sp): At will, a lunatic creature can use light, as the
Alignment: The lunatic creature’s alignment shifts one step
spell (caster level equals lunatic creature’s character level).
toward good. If the base creature is already good, the lunatic
Lycanthrope Control (Su): When the moon is full, a lunatic creature’s alignment shifts one step toward lawful.
creature can automatically detect the presence and location
of every lycanthrope within 30 feet. With a standard action,
it can force a single lycanthrope within that range to assume
Last Half-Moon Template
whichever lycanthropic form the lunatic creature desires (no When the moon reaches this phase, its left side is lighted, and its
save). This change happens on the lunatic creature’s turn, not right side appears dark. During this period, the lunatic creature’s
the lycanthrope’s. mood seems unaffected by the moon. It perceptions grow even
more acute, and it becomes abnormally reasonable.
Special Qualities: During the full moon, the lunatic creature
retains all the base creature’s special qualities and gains Special Attacks: During the last half-moon, the lunatic creature
those described here. retains all the base creature’s special attacks and gains those
described here.
Low-Light Vision (Ex): A lunatic creature can see twice as
far as a human in starlight, torchlight, moonlight, and other Darkness and Deeper Darkness (Sp): A lunatic creature can
low-light conditions. use darkness and deeper darkness, as the spells (caster level
equals lunatic creature’s character level), once each per day.
Scent (Ex): A lunatic creature can detect approaching
enemies and sniff out hidden foes by sense of smell alone. Light (Sp): Once per day, a lunatic creature can use light, as
See the MM for details of this quality. the spell (caster level equals lunatic creature’s character level).
Abilities: Change from the base creature as follows: Str +4, Con Shadow’s Friend (Ex): In conditions of low light or shadowy
+2, Wis –2 (minimum 1). illumination, the lunatic creature gains a +2 morale bonus
on attack and damage rolls.
Feats: The lunatic creature gains Track as a bonus feat if it did not
already have it. Special Qualities: During the first half-moon, the lunatic creature
retains all the base creature’s special qualities and gains
Alignment: The lunatic creature’s alignment becomes good during those described here.
the full moon. If the base creature is already good, the
163
Darkvision (Ex): The lunatic creature has darkvision to a range Darkness (Sp): At will, a lunatic creature can use darkness, as
of 60 ft. the spell (caster level equals lunatic creature’s character level).
Low-Light Vision (Ex): A lunatic creature can see twice as Shadow’s Friend (Ex): When it is in conditions of low-light
far as a human in starlight, torchlight, moonlight, and other or shadowy illumination, the lunatic creature gains a +2
low-light conditions. morale bonus to hit and damage rolls.
Abilities: Increase from the base creature as follows: Con +2, Int +2. Special Qualities: During the waxing crescent, the lunatic creature
Lunatic Creature
retains all the base creature’s special qualities and gains the
Skills: The lunatic creature gains a +4 racial bonus on Listen,
one described here.
Sense Motive, and Spot checks.
Darkvision (Ex): The lunatic creature has darkvision to a
Waning Crescent Template range of 60 feet.
The waning crescent rises in the sky after the last half-moon, Low-Light Vision (Ex): A lunatic creature can see twice as
but before the new moon. A scimitar of light on the left side far as a human in starlight, torchlight, moonlight, and other
of the darkened orb grows smaller every day, until it disappears low-light conditions.
completely. When the moon wanes crescent, the lunatic creature Abilities: Increase from the base creature as follows: Dex +2, Int +2.
sinks into a deep depression. Although it retains its reasoning
power, its health suffers, and it grows increasingly suspicious of Skills: The lunatic creature gains a +2 racial bonus on Hide and
others. Sense Motive checks.
Special Attacks: During the waxing crescent, the lunatic creature Alignment: The lunatic creature’s alignment shifts one step toward
retains all the base creature’s special attacks and gains those evil. If the base creature is already evil, the lunatic creature’s
described here. alignment shifts one step toward chaotic.
Magma Creature
The typical magma creature resembles a normal being and has a similar temperament. However, its alien mind and blisteringly hot body
make communication with it nearly impossible.
Magma azers speak Ignan, Terran, and Common. Elemental Traits: A magma azer has immunity to poison, sleep effects,
paralysis, and stunning. It is not subject to critical hits or flanking. It
Combat cannot be raised, reincarnated or resurrected (though a limited wish, wish,
miracle, or true resurrection spell can restore life). Darkvision 60 ft.
A magma azer knows that its mere presence can cause many
166 creatures to erupt in flames and die. Thus, it uses its burrow ability Magma Movement (Ex): See the magma creature template.
Manimal
Somewhere between human and animal lies the manimal. Some say that these creatures are the abominable results of sorcerous
crossbreeding between humans and animals. Others speak of bizarre druidic rites that can give animals human forms.
A manimal is an animal-like creatures with a humanoid shape and intellect. A manimal has two legs to walk upon and two arms with
hands that can manipulate tools. Manimals are often mistaken for lycanthropes—more powerful creatures whose origins are lost to time.
Creating a Manimal
Manimal
“Manimal” is an inherited or acquired template that can be added
to any animal (referred to hereafter as the base creature).
Space/Reach
Size New Space/Reach
A manimal uses all the base creature’s statistics and special abilities
except as noted here. Fine 1/2 ft./0 ft.
Diminutive 1 ft./0 ft.
Size and Type: The creature’s type changes to monstrous
Tiny 2-1/2 ft./0 ft.
humanoid with the appropriate augmented subtype. Size is
Small 5 ft./5 ft.
unchanged.
Medium 5 ft./5 ft.
Hit Dice: If the base creature has only a fractional racial Hit Die, Large 10 ft./10 ft.
increase it to 1 racial HD. Huge 15 ft./15 ft.
Gargantuan 20 ft./20 ft.
Shape: If the base creature has wings or a tail, these appendages Colossal 30 ft./30 ft.
adjust to fit the manimal. Of its other limbs, two become
legs, and all others become arms. Any creature that does not Special Attacks: A manimal retains all of the base creature’s
have enough limbs of the appropriate kind to form at least special attacks except rake.
two legs and two arms simply grows the necessary limbs.
Special Qualities: The manimal retains all the base creature’s
Speed: If the creature has a land speed slower than 10 feet (or no special qualities and gains those described here.
land speed at all), its land speed becomes 10 feet.
Amphibious (Ex): If the base creature was aquatic but did
Base Attack Bonus: The manimal’s base attack bonus from racial not have the amphibious special quality, the manimal gains
Hit Dice is equal to its racial Hit Dice. it now. An amphibious creature can breathe both air and
water equally easily.
Attack: The manimal retains all the base creature’s attacks except
those that depended on limbs that have turned to legs. Animal Blood (Ex): A manimal counts both as an animal and
Any other natural attacks it has retain the same primary or a humanoid for the purpose of spells, abilities, and effects that
secondary status they had for the base creature. The manimal specifically affect animals. It is allowed a Will save to resist
has the weapon and armor proficiencies of spells and effects that specifically affect animals, even
creatures of the monstrous humanoid type. if the effect does not normally allow a Will save.
The DC for such a save equals 10 + the spell’s level +
Space/Reach: The manimal has a space and reach caster’s appropriate ability modifier. If the effect is not
appropriate for its size, as noted in the a spell, the DC is equal to 10 plus 1/2 manimal’s HD
following table. If the base creature had plus manimal’s Charisma modifier. Success renders
greater than normal reach for its size, add 5 the manimal immune to that particular effect for 24
feet to the reach indicated on the table. hours. Awaken animal has no effect on a manimal.
167
Changing Manimal Sizes
If you’re comfortable with advancing monsters and using difficult templates, you may find it fairly easy to alter a manimal’s size
to suit your game. If you want Medium manimal horses, Small manimal cats, or any size other than the base creatures’ for your
manimals, follow the guidelines in the MM for advancing a creature and extrapolate that information to cover shrinking the
creature. Changing the manimal’s size usually affects its Strength, Dexterity, Constitution, natural armor, natural attack damage,
Hide modifier, size modifier to attack, and size modifier to damage.
Manimal
Saves: Reflex and Will are a manimal’s good saves; Fortitude is Advancement: By character class
poor. Recalculate the portion of each of the base creature’s
Level Adjustment: The template has no standard level adjustment
save bonuses derived from racial HD. The portion of the
because the resulting creature is a new monster. To
base save bonus derived from class levels remains the same.
determine the level adjustment of a manimal, look at the
See Chapter Three: Classes of the PHB for the progression
level adjustments of creatures of similar size and HD and
of good and poor saves. New ability scores and new feats
adjust the level adjustment accordingly. In most cases, the
may also alter save
level adjustment should be +1,
bonuses.
but great Strength or special
Abilities: Increase from the attacks might warrant a level
base creature as follows:
Int +8, Cha +4. New Spell: Create Manimal adjustment of up to +3.
Languages: A manimal speaks a number of languages equal to 1 + Another easy way to distinguish the various manimal races you
its Intelligence bonus (if any), chosen from among those its create is to give them different standard alignments. For example,
creator knows. most predator races might be evil, omnivores neutral, and
herbivores good. The reliance of the base creature on a social unit
Challenge Rating: Base creature 1 HD or less, increase to 1/2; might determine its alignment on the law-chaos axis. Creatures
1 HD or greater, same as the base creature. Increase by +1 that live in groups with strict hierarchies might be lawful, while
if the application of the template grants the creature much those that normally live solitary lives could be chaotic. Neutrality
greater combat ability than the base creature based on the might be apply to creatures that have a less strict social hierarchy
manimal’s ability to wield weapons and wear armor. or that often live singly but sometimes form social groups. Using
Treasure: Standard. this system, manimal wolves might be considered lawful evil,
manimal bears could be chaotic neutral, and manimal horses might
Alignment: Usually neutral be neutral good.
168
- Sample Creature: Manimal Triceratops -
Huge Monstrous Humanoid (Augmented Animal)
Hit Dice: 16d8+124 (196 hp)
Metal-Clad Creature
Initiative: –1
Speed: 30 ft. (6 squares)
Armor Class: 25 (–2 size, –1 Dex, +7 half-plate, +11 natural),
touch 7, flat-footed 25
Base Attack/Grapple: +16/+36
Attack: Greatclub +24 melee (3d8+15) or gore +24 melee
(2d8+10)
Full Attack: Greatclub +24/+19/+14/+9 melee (3d8+15) and gore
+19 melee (2d8+10)
Space/Reach: 15 ft./15 ft.
Special Attacks: Powerful charge, trample 2d12+15
Special Qualities: Animal blood, darkvision 60 ft., low-light
vision, scent
Saves: Fort +19, Ref +9, Will +6
Abilities: Str 30, Dex 9, Con 25, Int 9, Wis 12, Cha 11
Skills: Listen +13, Spot +12
Feats: Alertness, Great Fortitude, Toughness (4)
Environment: Temperate plains
Organization: Solitary, pair, or herd (5–8)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class (fighter is favored)
Level Adjustment: +3
Here is an example of a manimal using a triceratops as the base
creature.
This massive reptilian creature stands 20 feet tall and weighs Combat
almost 20,000 pounds. Three long horns project from its frilled
A manimal triceratops usually
head, and its small eyes glimmer with a mean intelligence.
tramples smaller opponents on its way to charge more
The manimal triceratops is short-tempered and aggressive. It uses worthy foes. When smaller opponents present a significant threat,
its great size and strength to force other creatures to do its labor it mercilessly pounds them into the ground with its huge greatclub.
and often enslaves weaker creatures to work on vast plantations.
Powerful Charge (Ex): When a manimal triceratops charges, its
Sometimes a settlement of weaker creatures can bargain with a
gore attack deals 4d8+20 points of damage.
manimal triceratops, offering food and shelter for its protection of
the town, but the manimal often asks for too much or boorishly Trample (Ex): Reflex half DC 28. The save DC is Strength-based.
takes what it wants from farmers’ fields and merchant’s market
stalls, regardless of any bargain it made. Animal Blood (Ex): See the manimal template.
Metal-Clad Creature
Metal-clad creatures are bonded to metal either by birth or through magic. Shining metal shells coat their forms, armoring them against
attacks but also burdening them with unwieldy weight.
A metal-clad creature can be born of metal-clad parents, and indeed whole races of metal-clad creatures can exist. Conversely, a magical
ritual or a spell can cover a creature in metal, and sometimes the gods curse greedy individuals by covering them in the precious metals
they most covet.
different gem-clad, wood-clad, stone-clad, or element-clad creatures. With the metal-clad template or a differently themed but
similar template, you could make almost any creatures into constructs. Any creature that becomes a construct, however, loses its
Constitution score.
Armor Class: The metal-clad creature’s natural armor bonus adamantine weapons, overcoming hardness and
improves over that of the base creature by an amount that damage reduction just as an adamantine weapon
depends on the kind of metal that covers it, as given on the would.
following table.
Iron: Iron Limbs (Ex): An iron-clad creature’s natural attacks
and grapple deal damage as cold iron weapons,
Armor Class overcoming damage reduction just as a cold iron
Metal Natural Armor Bonus Increase weapon would.
Adamantine +10 Lead: Virulent Poison (Ex): If the metal-clad creature possesses a
Brass +3 natural poison attack, its DC increases by +1.
Bronze +4 Silver: Silver Limbs (Ex): A silver-clad creature’s natural attacks
Copper +3 and grapple deal damage as silver weapons, overcoming
Gold +3 damage reduction just as a silver weapon would.
Iron +6
Lead +3 Special Qualities: A metal-clad creature retains all the base
Mithral +8 creature’s special qualities and gains those described
Platinum +5 here.
Silver +4 Metallic Quality: The exact metallic quality bestowed
Steel +8 depends on the kind of metal that covers the metal-
Attack: The metal-clad creature retains all the base clad creature’s body, as follows.
creature’s attacks, and its weapon and armor
proficiencies. These attacks retain the same
primary or secondary status they had for the
base creature. The metal-clad creature gains a
primary slam attack if it has no other natural
attacks.
Damage: If the metal-clad creature gained a slam
attack from the application of this template, its
base damage is as given on the following table.
Damage
Size Slam Base Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A metal-clad creature retains all the
base creature’s special attacks and gains those
described here.
Metallic Attack: The exact metallic attack
bestowed depends on the kind of metal that
covers the metal-clad creature’s body, as
follows.
Adamantine: Adamantine Limbs (Ex): An
adamantine-clad creature’s natural
attacks and grapple deal damage as
170
Adamantine: Damage Reduction (Ex): An adamantine-clad creature, there is a 75% chance that the extra damage
creature gains damage reduction 10/adamantine. is negated and damage is rolled normally.
Heavy Fortification (Ex): The adamantine-clad Resistance to Fire (Ex): A mithral-clad creature has fire
creature is immune to sneak attacks and critical hits. resistance 15.
Metal-Clad Creature
Resistances (Ex): An adamantine-clad creature has Platinum: Light Fortification (Ex): Whenever a sneak
electricity resistance 15 and fire resistance 20. attack or critical hit is scored against a platinum-clad
creature, there is a 25% chance that the extra damage
Brass: Light Fortification (Ex): Whenever a sneak attack or
is negated and damage is rolled normally.
critical hit is scored against a brass-clad creature, there
is a 25% chance that the extra damage is negated and Resistances (Ex): A platinum-clad creature has
damage is rolled normally. electricity resistance 5 and fire resistance 20.
Resistance to Fire (Ex): A brass-clad creature has fire Silver: Light Fortification (Ex): Whenever a sneak attack
resistance 5. or critical hit is scored against a silver-clad creature,
there is a 25% chance that the extra damage is
Bronze: Medium Fortification (Ex): Whenever a sneak attack
negated and damage is rolled normally.
or critical hit is scored against a bronze-clad creature,
there is a 75% chance that the extra damage is Mirrored Finish (Su): A silver-clad creature is immune
negated and damage is rolled normally. to gaze attacks. Furthermore, its finish reflects such
attacks. Thus, a creature with a gaze attack that actively
Resistance to Fire (Ex): A bronze-clad creature has fire
gazes at the silver-clad creature must save against its
resistance 10.
own gaze attack, suffering the consequences of a failed
Copper: Light Fortification (Ex): Whenever a sneak attack save even if it would normally be immune.
or critical hit is scored against a copper-clad creature,
Resistance to Fire (Ex): A silver-clad creature has fire
there is a 25% chance that the extra damage is
resistance 5.
negated and damage is rolled normally.
Steel: Medium Fortification (Ex): Whenever a sneak attack
Resistance to Fire (Ex): A copper-clad creature has fire
or critical hit is scored against a steel-clad creature,
resistance 10.
there is a 75% chance that the extra damage is
Gold: Light Fortification (Ex): Whenever a sneak attack or negated and damage is rolled normally.
critical hit is scored against a gold-clad creature, there
Resistance to Fire (Ex): A steel-clad creature has fire
is a 25% chance that the extra damage is negated and
resistance 15.
damage is rolled normally.
Rust Vulnerability (Ex): A steel-clad creature counts
Resistance to Fire (Ex): A gold-clad creature has fire
as ferrous for the purpose of rusting attacks such as
resistance 10.
rusting grasp.
Iron: Medium Fortification (Ex): Whenever a sneak attack
Vulnerability to Electricity (Ex): A metal-clad creature
or critical hit is scored against an iron-clad creature,
takes half again as much damage as normal (+50%) from
there is a 75% chance that the extra damage is
electricity, regardless of whether a saving throw is allowed,
negated and damage is rolled normally.
and whether the save is a success or failure.
Resistance to Fire (Ex): An iron-clad creature has fire
Abilities: Change from the base creature. See the following table.
resistance 15.
Rust Vulnerability (Ex): An iron-clad creature counts Abilities
as ferrous for the purpose of rusting attacks such as
rusting grasp. Metal Str Dex Con Int Wis Cha
Miniature
“Miniature” is an acquired template that can be added to any would have a speed of 50 feet when miniaturized (20 feet
creature (referred to hereafter as the base creature). for the first 100 feet, 20 feet for the second 100 feet, and 10
feet for the last 50, from the table).
A miniature uses all the base creature’s statistics and special
abilities except as noted here.
Speed
Size and Type: The creature’s type does not change. Its size
decreases by four categories below that of the base creature Old Speed New Speed
(see the following table for new dimensions). Creatures 5 to 35 feet 5 feet
of different size categories that decrease to the same size 40 to 55 feet 10 feet
category because of the table’s lower limit retain their 60 to 75 feet 15 feet
proportions to one another within their new size category. 80 to 100 feet 20 feet
Thus, a miniature halfling is smaller than a miniature 100+ feet 20 feet plus another table increment
human, and a miniature Fine creature is smaller than the
normal Fine version. The size change can Armor Class: The base creature’s size modifier to
affect AC, attack bonus, natural armor, AC is replaced by one based on the miniature’s
Constitution, Strength, Dexterity, Hide new size, as given in the following table. In addition,
checks, and grapple checks. Most of these its natural armor decreases from that of the base
changes are noted in the following sections. creature by the amount indicated. Reduction of
the natural armor bonus cannot result in a natural
Size & Type armor penalty (minimum +0 natural armor bonus).
enemies. This template makes it possible for shrunken PCs to fight normal-sized but ordinarily weak creatures and uses rules
that make that process fun.
Miniature
Huge Tiny –24* +8 –10* Target: One creature
Gargantuan Small –28* +6 –14* Duration: Permanent
Colossal Medium –32* +4 –16* Saving Throw: Will negates
Spell Resistance: Yes
*Minimum 1
You dramatically shrink the target, granting it the
Skills: A change in size changes the creature’s Hide modifier, and miniature template.
a change in speed changes the base creature Jump modifier.
The miniaturize spell makes it an easy matter to introduce
Challenge Rating: The miniature template drastically and the miniature template into play. Because it requires the
unpredictably changes a creature’s challenge rating. Against GM or player to apply the miniature template, and that
other miniature foes, the creature’s CR may stay the same. task can slow down play, the spell should be used only
Against normal-sized foes, however, the creature’s CR should rarely—mainly by NPCs until you become familiar with
be diminished. Consider one-half or one-quarter normal as a the template’s changes. If you decide to use the spell
rule of thumb, but evaluate each creature individually. against the PCs and they have access to dispel magic,
Treasure: Same as the base creature, but all items are of a size consider placing the spell’s effect in a unique magic item
commensurate with the miniature’s. Non-magic items are whose destruction is required to break the effect.
worth 1/8th of their normal value.
Advancement: Same as the base creature, but reapply the template
–4, but application to PCs is not the best way to use the template.
to an advanced version of the base creature.
If the GM wishes to run an adventure in which miniature PCs
fight normal-sized monsters and other miniature creatures, he
Miniature Creature Characters should consider PCs to be 1/2 their normal level. When planning
A miniature favors whichever class the base creature does. If the encounters with miniature PCs, carefully weigh the threat of any
GM allows a miniature PC, the template has a level adjustment of creature they encounter and dole out experience accordingly.
Environment: Any lawfully aligned plane Poison (Ex): Injury, Fortitude DC 13, initial and secondary
Organization: Solitary, pair, team (3–4), or troop (6–11) damage 1d6 Str. The save DC is Constitution-based.
Challenge Rating: 1 Hive Mind (Ex): All miniature formians within 2 1/2 miles of their
Treasure: None queen are in constant communication. If one is aware of a particular
Alignment: Always lawful neutral danger, they all are. If one in a group is not flat-footed, none of them
Advancement: 7–9 HD (Medium) are. No formian in a group is considered flanked unless all of them are.
Level Adjustment: — 175
Mist Creature
Mist creatures live in areas where mists rise in the morning and fogs roll over the land at night. These beings of elemental air and water
occasionally choose to leave the Elemental Plane of Air and dwell instead on the Material Plane, where their abilities can be used to
greater effect. Mist creatures tend to be flighty but highly adaptable beings. They go where the wind takes them and deal with what they
encounter along the way as best as they can.
Mist Creature
A typical mist creature resembles a being of air or water with a pure white body and hair or feathers the color of fog.
Mist Creature
Mist djinn are creatures of the Elemental Plane of Air that are tied An affected creature must succeed on a DC 20 Reflex save when
to the Elemental Plane of Water in a way only they can comprehend. it comes into contact with the whirlwind or take 3d6 points of
They are equally at home any place on the Material Plane where damage. It must also succeed on a second DC 20 Reflex save or
mist rises at dawn or where the night covers the land in fog. Their be picked up bodily and held suspended in the powerful winds,
expansive powers over fogs and mists make them formidable foes on automatically taking 1d8 points of damage each round. A creature
the Material Plane, but on their home plane, other creatures’ powers to with a fly speed is allowed a DC 20 Reflex save each round to
disperse fogs with wind put the mist djinn at a distinct disadvantage. escape the whirlwind. The creature still takes damage but can
leave if the save is successful. The save DC is Strength-based and
A mist djinni looks like a human between 10 and 12 feet tall.
includes a +3 racial adjustment.
It has pure white skin and foggy gray hair that constantly floats
about its head as though ruffled by a persistent breeze. Fog and Creatures trapped in the whirlwind cannot move except to go
light spray always surround its often naked form. where the mist djinni carries them or to escape the whirlwind. A
creature caught in the whirlwind can otherwise act normally but
Mist djinn speak Aquan, Auran, Celestial, Common, and Ignan.
must make a Concentration check (DC 15 + spell level) to cast a
spell. Any creature caught in the whirlwind takes a –4 penalty
Combat to Dexterity and a –2 penalty on attack rolls. The mist
From the safety of gaseous form, a mist djinni usually djinni can have only as many creatures trapped inside a
shrouds the battlefield in stinking cloud, solid fog, and whirlwind at one time as will fit inside its volume. The
cloudkill effects, then uses its immunity to them and its mist djinni can eject any carried creatures whenever
ability to see through cloudy conditions to strike at foes it wishes, depositing them wherever the whirlwind
with impunity. If it finds these tactics ineffective, it uses happens to be.
its whirlwind ability to carry enemies high into the If the whirlwind’s base touches the ground, it
air before dropping them back into the areas of its creates a swirling cloud of debris. This cloud is
deadly cloud-based spell effects. If it must, it flees centered on the mist djinni and has a diameter
using the wind walk spell. equal to half the whirlwind’s height. The cloud
Spell-Like Abilities: At will—invisibility (self obscures all vision, including darkvision,
only); 1/day—create food and water, create beyond 5 feet. Creatures 5 feet away have
wine (as create water, but wine instead), concealment, while those farther away have
major creation (created vegetable matter is total concealment. Anyone caught in the cloud
permanent), persistent image (DC 17), wind must succeed on a Concentration check (DC
walk. Caster level 20th. 3/day—obscuring 15 + spell level) to cast a spell.
mist, fog cloud, stinking cloud; 1/day—solid fog, A mist djinni in whirlwind form cannot make
cloudkill. Caster level 3rd. The mist djinni melee attacks and does not threaten the area
may use these spells while in gaseous form. around it.
The save DCs are Charisma-based.
Air Mastery (Ex): Any airborne creature
Plane Shift (Sp): A mist djinni can enter any takes a –1 penalty on attack and damage
of the elemental planes, the Astral Plane, or the rolls against a mist djinni.
Material Plane. This ability transports the genie
and up to eight other creatures, provided they all link Air Breather: See the mist creature template.
hands with the mist djinni. It is otherwise similar
Cloud Sight (Ex): See the mist creature
to the spell of the same name (caster level 13th).
template.
Whirlwind (Su): A mist djinni can transform
Elemental Traits: A mist djinni has
itself into a whirlwind once every 10 minutes and
immunity to poison, sleep effects, paralysis,
remain in that form for up to 7 rounds. In this
and stunning. It is not subject to critical hits
form, it can move through the air or along a surface
or flanking. It cannot be raised, reincarnated or
at its fly speed. The whirlwind is 5 feet wide at the
resurrected (though a limited wish, wish, miracle, or
base, up to 30 feet wide at the top, and up to 50 feet tall. The
true resurrection spell can restore life). Darkvision 60 ft.
mist djinni controls the exact height, but it must be at least 10 feet.
Gaseous Form (Su): See the mist creature template.
A mist djinni’s movement while in whirlwind form does not
provoke attacks of opportunity, even if it enters the space another Immunities (Ex): See the mist creature template.
creature occupies. Another creature might be caught in the
whirlwind if it touches or enters the whirlwind, or if the mist Resistances: See the mist creature template.
djinni moves into or through the creature’s space. Creatures one Skills: *If the mist djinni is gaseous in an area affected by
or more size categories smaller than the mist djinni might take fog, cloud, smoke or any similar condition, it receives a +15
damage when caught in the whirlwind and be lifted into the air. circumstance bonus on Hide checks. 177
Monstrous Lycanthrope
Monstrous Lycanthrope
A monstrous lycanthrope is a creature of humanoid form that can assume the form of another creature, or even take on a form that is a
hybrid of the two. Natural monstrous lycanthropes can control their forms and communicate the disease of lycanthropy to other creatures
with its natural attacks. Afflicted monstrous lycanthropes are slaves to the phases of the moon, becoming monstrous beings at certain
times regardless of their will.
178
A Weretreant?
Monstrous Lycanthrope
The monstrous lycanthrope template is modeled very closely after the lycanthrope template in the MM, but it allows more
creatures to gain the template and does not limit the alternate forms to those of animals. Even wereconstructs and wereundead
are possible, though they lack the features of the construct or undead type in werecreature form. Although it might seem silly
to have a werebugbear or werenaga, consider how silly a werebear would sound to you were it not for the creature’s long history
in legend and in the d20 game.
Creating a credible and threatening monstrous lycanthrope begins with the selection of the base creature. If you choose a
very threatening creature and then choose a nonthreatening creature for its alternate form, an encounter with the resulting
werecreature may not be particularly exciting. You should consider choosing an alternate form that follows a theme. For
example, it’s much more believable and far less incongruous if the lizardfolk warrior is a werewyvern than a wereformian. It
also helps if monstrous lycanthropes are already part of your world. If the players have heard hints about such creatures before
encountering them, their first encounter with it may be much better received.
A great deal of your success in creating the desired effect in a monstrous lycanthrope encounter is based on the description you
give. Spend some time devising the best way to present your monster. If you wish, you can try the following exercise: Read the
template and then think about what a human with the template would look like in hybrid form. A little imagination can make
a somewhat silly idea downright horrifying.
180
in combat. It feels an overwhelming rage building up and must
Skills succeed on a Control Shape check to resist changing into monster
Creature Type Skill Points form (see the Control Shape feat in the MM). Any monstrous
lycanthrope not yet aware of its condition temporarily becomes an
Aberration (2 + Int modifier, minimum 1) x (HD +3)
Monstrous Lycanthrope
NPC under the GM’s control during an involuntary change and
Animal (2 + Int modifier, minimum 1) x (HD +3)
acts as described above. A good or neutral creature immediately
Construct (2 + Int modifier, minimum 1) x (HD +3)
seeks to get away from civilization and intelligent creatures
Dragon (6 + Int modifier, minimum 1) x (HD +3)
(including its former companions), while an evil creature attacks
Elemental (2 + Int modifier, minimum 1) x (HD +3)
anyone in its vicinity.
Fey (6 + Int modifier, minimum 1) x (HD +3)
Giant (2 + Int modifier, minimum 1) x (HD +3) A monstrous lycanthrope that is aware of its condition retains its
Humanoid (2 + Int modifier, minimum 1) x (HD +3) identity and does not lose control of its actions upon changing.
Magical beast (2 + Int modifier, minimum 1) x (HD +3) However, each time it changes to its monster form, it must make
Monstrous a Will save (DC 15 + the number of times it has been in monster
humanoid (2 + Int modifier, minimum 1) x (HD +3) form) or permanently assume the alignment of the werecreature
Ooze (2 + Int modifier, minimum 1) x (HD +3) in all shapes. An evil monstrous lycanthrope that is aware of
Outsider (8 + Int modifier, minimum 1) x (HD +3) its actions in monster form is not compelled to murder and
Plant (2 + Int modifier, minimum 1) x (HD +3) kill indiscriminately, but it delights in bloodshed and seeks out
Undead (4 + Int modifier, minimum 1) x (HD +3) opportunities to slaughter intelligent beings, preferably those of its
Vermin (2 + Int modifier, minimum 1) x (HD +3) own race.
Feats: The monstrous lycanthrope retains the feats of both the base Once the base creature becomes aware of the affliction, it can
creature and the werecreature. If the monstrous lycanthrope voluntarily attempt to change to monster or hybrid form, using the
ends up with the same feat twice, it loses the duplicate appropriate Control Shape DC. Each such attempt is a standard
feat unless it is one that can normally be taken more than action and can be tried once per round. Any voluntary change
once. If the monstrous lycanthrope has more feats than its to animal or hybrid form immediately and permanently changes
character level would allow, the “extra” feats are gained as the monstrous lycanthrope’s alignment to that of the appropriate
bonus feats. If the monstrous lycanthrope cannot meet the werecreature.
prerequisites for a given feat in a particular form, it still
has the feat but cannot use it in that form. A monstrous Changing Form
lycanthrope also receives Iron Will as a bonus feat if neither
the base creature nor the werecreature already has it. Changing form is a standard action. If the change is involuntary,
it occurs on the monstrous lycanthrope’s next turn after the
Environment: Same as either the base creature or the triggering event. Changing to monster or hybrid form ruins the
werecreature. base creature’s armor and clothing (including any items worn) if
the new form is larger than the base creature’s natural form. Any
Organization: Solitary, pair, family (3–4), or pack (6–10).
carried items are simply dropped. The monstrous lycanthrope can
Challenge Rating: Same as the challenge rating of the base hastily doff clothing while changing, but not armor. Magic armor
creature + the challenge rating of the werecreature. survives the change if it succeeds on a DC 15 Fortitude save. An
afflicted monstrous lycanthrope that is not aware of its condition
Treasure: Standard or same as the werecreature, whichever is remains in monster form until the next dawn. An afflicted
greater. monstrous lycanthrope that is aware of its condition can try to
Alignment: Any, usually same as the werecreature. resume normal form following a change (voluntary or involuntary)
with a Control Shape check. Failure leaves the monstrous
Advancement: Same as either the base creature or the lycanthrope in monster (or hybrid) form until the following dawn.
werecreature.
Level Adjustment: Same as the base creature plus either the Curing Lycanthropy
level adjustment of the werecreature or +2, whichever is An afflicted monstrous lycanthrope that eats a sprig of belladonna
greater. The monstrous lycanthrope’s effective level equals its (also called wolfbane) within an hour of acquiring the curse of
character level. lycanthropy can attempt a DC 20 Fortitude save to shake off the
affliction. If a healer administers the herb, use the base creature’s
Lycanthropy as an Affliction save or the healer’s Heal check, whichever is higher, to modify
the roll. The victim gets only one save, no matter how much
When a creature contracts lycanthropy via a monstrous belladonna is consumed.
lycanthrope’s natural attack, no symptoms appear until the first
night of the next full moon. On that night, the afflicted creature The belladonna used for the cure must be reasonably fresh (picked
involuntarily assumes monster form and forgets its own identity, within the last week). Fresh or not, however, belladonna is toxic.
temporarily becoming an NPC under the GM’s control. The The monstrous lycanthrope must succeed on a DC 13 Fortitude
creature remains in monster form, assuming the appropriate save or take 1d6 points of Strength damage. One minute later, it
alignment, until the next dawn. The monstrous lycanthrope’s must succeed on a second save or take an additional 2d6 points of
actions during this first change are dictated by the alignment of Strength damage.
its monster form. The base creature remembers nothing about the
A remove disease or heal spell cast by a cleric of at least 12th level
entire episode (or subsequent episodes) unless it succeeds on a
also cures the affliction, provided the victim receives the spell
DC 15 Wisdom check, which makes it aware of its lycanthropic
within three days of the monstrous lycanthrope’s attack. The only
condition.
other way to remove the affliction is to cast remove curse or break
Thereafter, the monstrous lycanthrope is subject to involuntary enchantment on the monstrous lycanthrope during one of the three
transformation under the full moon and any time it is damaged days of the full moon. After receiving the spell, it must succeed 181
on a DC 20 Will save to break the curse. The caster automatically
knows whether the spell works. Otherwise, the process must be Monstrous Lycanthrope Characters
repeated. Monstrous lycanthropes undergoing this treatment are Very few cautions apply equally to all monstrous lycanthrope
often kept bound or confined in cages until the cure takes effect. characters. Thus, a GM who is considering allowing a monstrous
Monstrous Lycanthrope
Only afflicted monstrous lycanthropes can be cured of lycanthropy. lycanthrope PC must work out all the details of the creature first.
Muck Creature
A tiefling werehellhound’s natural attacks, and any weapons Alternate Form (Su): See the monstrous lycanthrope template.
it wields, are treated as lawful-aligned and evil-aligned for
overcoming damage reduction. Hell Hound Empathy (Ex): See the monstrous lycanthrope template.
Breath Weapon (Su): Once every 2d4 rounds, a tiefling Skills: A tiefling werehellhound has a +7 racial bonus on Hide
werehellhound can breathe a 10-foot cone of fire. Any creature checks, a +5 racial bonus on Move Silently checks, and a +2 racial
within this area takes 2d6 points of fire damage (Reflex DC 14 bonus on Bluff checks. *It also receives a +8 racial bonus on Survival
half ). The save DC is Constitution-based. checks when tracking by scent, due to its keen sense of smell.
Muck Creature
Muck creatures are elemental beings made of earth and water. They exist in small numbers on both the Elemental Plane of Water and the
Elemental Plane of Air, but many also thrive on the Material Plane in marshlands and other swampy locations.
A muck creature resembles a pile of dripping mud and slime formed into the vague shape of some other being. Its sludge like body drips
nauseating muck, and it leaves puddles of the slippery stuff wherever it goes.
Muck creatures tend to be lazy and antisocial, but almost any personality type can come to the fore in an individual.
Smother (Ex): With a successful grapple check, a muck creature or attacks while airborne takes a –4 morale penalty
creature can fill the mouth and nose (or other breathing and on attack and damage rolls.
speaking orifices) of a creature with noxious muck. If the
Abilities: Change from the base creature as follows: Con +4, Cha
target creature breathes air or water, it must immediately
–2 (minimum 1).
begin holding its breath (see Drowning in the DMG).
A creature affected by a muck creature’s smother attack Skills: A muck creature gains a +10 racial bonus on Escape Artist
cannot speak. Furthermore, it must succeed on a Fortitude checks. It also has a +8 racial bonus on any Swim check to
save (DC 10 + 1/2 muck creature’s character level + muck perform some special action or avoid a hazard. It can always
creature’s Con modifier) each round that it is unable to choose to take 10 on a Swim check, even if distracted or
breathe or be nauseated (see the DMG for a description of endangered. It can use the run action while swimming, provided
the nauseated condition) until 1d4 rounds after its breathing it swims in a straight line. *In addition, a muck creature gains a
orifices are clear. A creature affected by this attack can clear +4 circumstance bonus on Hide checks in areas of mud or silt.
the mud from its mouth and nose as a move-equivalent
action (even while grappled) by succeeding on a DC 15 Languages: If the muck creature can speak, it gains the ability to
Constitution check. Muck creatures are immune to this speak Aquan and Terran in addition to any other languages
special attack. the base creature knows.
Special Qualities: The muck creature retains all the base creature’s Environment: Same as the base creature plus marshes,
special qualities and gains those described here. underground, the Elemental Plane of Earth, and the
Elemental Plane of Water.
Air Breather (Ex): A muck creature can breathe air even if
the base creature breathed only water. Challenge Rating: Same as the base creature +1.
Earth and Water Mastery (Ex): A muck creature gains a +1 Level Adjustment: Same as the base creature +4.
morale bonus on attack and damage rolls if its foe touches
the ground or water while the muck creature touches the
ground or water. A muck creature that attacks an airborne
Muck Creature Characters
A muck creature favors whichever class the base creature does.
Negative-Energey-Charged Creature
to outmaneuver foes. This increased
All-Around Vision (Ex): The multiple apertures
mobility helps a muck tojanida stays
in a muck tojanida’s shell allow it to look in any
out of danger while it blinds foes
direction, granting it a +4 racial bonus on Search
and hits them with mudballs. Prone
and Spot checks. Opponents gain no flanking
opponents and those struck by
bonuses when attacking a muck tojanida.
mudballs make prime targets for
the creature’s smother ability. Earth and Water Mastery (Ex): See
the muck creature template.
Exude Muck (Su): DC 15
Balance check; see the muck Elemental Traits: A muck
creature template. tojanida has immunity
to poison, sleep
Improved Grab (Ex): See the
effects, paralysis, and
muck creature template.
stunning. It is not
Ink Cloud (Ex): A muck subject to critical
tojanida can emit a spherical, hits or flanking.
30-foot-radius cloud of jet- It cannot
black ink once per minute be raised,
as a free action. Its effect is reincarnated
similar to fog cloud (caster or resurrected
level equals muck tojanida’s (though a
racial Hit Dice). Out of limited wish,
water, the ink emerges in wish, miracle, or true
a stream up to 30 feet long, resurrection spell can restore life).
which the muck tojanida can Darkvision 60 ft.
squirt into an opponent’s eyes.
Skills: A muck tojanida gains
The affected creature must succeed
a +10 racial bonus on Escape
on a DC 17 Reflex save or be
Artist checks. It also has a +8
blinded for 1 round. The save DC is
racial bonus on any Swim check to perform some special action or
Constitution-based.
avoid a hazard. It can always choose to take 10 on a Swim check, even
Mudball (Su): 1d6+3 nonlethal; see the muck creature template. if distracted or endangered. It can use the run action while swimming,
provided it swims in a straight line. *In addition, a muck tojanida gains
Smother (Ex): DC 17 Fortitude save; see the muck creature template.
a +4 circumstance bonus to Hide checks in areas of mud or silt.
Negative-Energy-Charged Creature
Undead creatures are intrinsically linked to the Negative Energy Plane, and this linkage grants them both their semblance of life and
their death-bringing powers. Through dark magic, a spellcaster can strengthen an undead creature’s link to the chilling source of its
unnatural existence. The resulting creature is empowered by the Negative Energy Plane and cloaked in its black energy.
Damage Reduction (Su): The negative-energy-charged Level Adjustment: Same as the base creature +4.
creature gains damage reduction 5/good.
Obscuring Energy (Su): Black negative energy plays about
Negative-Energy-Charged Characters
the body of a negative-energy-charged creature, obscuring A negative-energy-charged character favors whichever class the
base creature does.
Nightmare Creature
negative-energy-charged
confident in their ability to
creature template.
confound turning attempts.
Turn Resistance (Ex):
Charged Attacks (Su): See
See the negative-energy-
the negative-energy-charged
charged creature template.
creature template.
Turn Vexing (Ex): See the
Create Spawn (Su): Any
negative-energy-charged
humanoid slain by a negative-
creature template.
energy-charged wight becomes
a wight in 1d4 rounds. Spawn Undead Traits: A
are under the command of the negative-energy-charged
negative-energy-charged wight wight is immune to mind-
that created them and remain affecting effects, poison,
enslaved until its death. They sleep effects, paralysis,
do not possess any of the stunning, disease, death
abilities they did in life. effects, and any effect that
requires a Fortitude save
Energy Drain (Su): Any
unless it also works on
living creature hit by a
objects or is harmless. He
negative-energy-charged
is not subject to critical
wight’s slam attack gains one
hits, nonlethal damage,
negative level. The DC for the
ability damage to his
Fortitude save to remove a
physical ability scores,
negative level is 16. The save
ability drain, energy
DC is Charisma-based. For
drain, fatigue, exhaustion,
each such negative level bestowed,
or death from massive
the negative-energy-charged wight
damage. He cannot be
gains 5 temporary hit points.
raised, and resurrection
Searing Darkness (Sp): See the negative-energy- works only if he is willing.
charged creature template. Darkvision 60 ft.
Blindsight (Su): 60 feet; see the negative-energy-charged creature Skills: A negative-energy-charged wight has a +8 racial bonus on
template. Move Silently checks.
Nightmare Creature
Sleep, that little death, is made heavenly by dreams. These fancies of the unconscious mind are rarely troubled by dark or fearful thoughts,
but when they are, relief from them usually comes in the blink of an eye when the afflicted creature awakens. Not so, when a nightmare
creature becomes involved.
Nightmare creatures can enter another’s dreams and turn them into murderous nightmares. In the dream world, they have absolute power,
and they can even keep a creature asleep and trap it in its dreams.
187
Nightmare creatures are born evil, but few possess the full range of their abilities, or the skill to use them, at birth. Most nightmare
creatures gain their powers gradually, blundering into other creature’s dreams without understanding what they have done at first.
Gradually, however, a nightmare creature learns to use its ability to control other creatures’ dreams for its own purposes, causing
“prophetic” dreams or killing those who anger it. When such events begin to occur, nightmare creatures are often driven from their
communities. Unfortunately, such precautions rarely prevent the nightmare creature from exacting its revenge.
Nightmare Creature
Nightmare creatures have all kinds of motivations for their evil acts, but most harm others just for the sense of empowerment that doing
so gives them. Some take sadistic glee in terrifying other creatures and thrill at the powers they have in the dream world. Others enjoy
impersonating deities and granting worshipers “revelations” that can benefit the nightmare creature or turn good people against one
another. Whatever forms their tortures take, nightmare creatures have no pity or empathy for their victims.
Nightmare Creature
or be trapped in sleep with the nightmare creature ruling Protection from Good (Su): A nightmare creatures gains a +2
its dreams, just as though it were the original target of the deflection bonus to AC and a +2 resistance bonus on saves
night terrors. A blanket of silver links worth at least 2,000 against attacks by good creatures. Furthermore, it is immune to
gp prevents a nightmare creature from entering a creature’s any attempt by a good creature to possess, charm, or influence it.
dreams so long as it in contact with the sleeping creature,
Regeneration (Su): A nightmare creature regenerates 5 hit
but it has no effect if placed on a sleeping creature already
points per round. Silver or good-aligned weapons and spells
embroiled in night terrors.
or effects with the good descriptor deal normal damage to it.
Nightmare Spellcasting (Su): A nightmare creature’s
Shadow Walk (Sp): Once per day, a nightmare creature may
effective caster level for fear, phantasm, and shadow spells
use shadow walk, as the spell (caster level equals nightmare
increases by +2 over that of the base creature.
creature’s character level).
Special Qualities: A nightmare creature retains all the special
Abilities: Change from the base creature as follows: Dex +4, Int
qualities of the base creature and gains those described here.
+2, Cha +4.
Damage Reduction (Su): The nightmare creature gains
Skills: A nightmare creature has a +6 racial bonus on Hide, Move
damage reduction 5/silver or good.
Silently, and Intimidate checks.
Darkvision (Su): A nightmare creature has darkvision to a
Organization: Solitary.
range of 120 feet.
Challenge Rating: Same as the base creature +1.
Feign Death (Ex): With a successful Bluff check, a nightmare
creature can make itself appear dead. Any creature wishing Alignment: Any evil.
to ascertain whether the nightmare creature is really dead
must make a Heal check opposed by the nightmare creature’s Level Adjustment: —
Bluff check. The nightmare creature cannot move or take any
actions while pretending to be dead. Nightmare Characters
In addition, whenever a nightmare creature falls A nightmare character favors whichever class the base creature
unconscious, it appears dead. The Heal DC to ascertain does. This template does not provide a level adjustment because
that the nightmare creature is alive is 10 + nightmare the night terrors ability can be very deadly in the hands of a PC. A
creature’s Hit Dice + the nightmare creature’s Cha character who merely sleeps in some distant guarded location and
modifier. Nightmare creatures use this ability to escape dreams monsters to death doesn’t make for many fun adventures.
creature template.
A nightmare chain Unnerving Gaze (Su): A
devil’s natural weapons, and any nightmare chain devil can
weapons it wields, are treated make its face resemble one of an
as evil-aligned and lawful- opponent’s departed loved ones or
aligned for the purpose bitter enemies. Anyone within 30
of overcoming damage feet who fails a DC 17 Will save
reduction. takes a –2 penalty on attack rolls
Dancing Chains (Su): A for 1d3 rounds. The save DC is
nightmare chain devil can Charisma-based.
control up to four chains Feign Death (Ex): See the
within 20 feet as a standard nightmare creature template.
action, making them dance
or move as it wishes. In Illusion Immunity (Su): See
addition, it can increase the the nightmare creature
length of each chain by up to template.
15 feet and cause it to sprout
Protection from Good
razor-edged barbs. Whether
(Su): See the nightmare
augmented or not, these
creature template.
chains attack as effectively as
the devil itself. If a chain is in Regeneration (Ex):
another creature’s possession, Nightmare chain devils take
the creature can attempt a DC normal damage from silvered
17 Will save to break the nightmare chain devil’s weapons, good-aligned weapons, and spells
power over it. If the save is successful, the nightmare kyton or effects with the good descriptor. A
cannot attempt to control that particular chain again for 24 hours nightmare chain devil that loses a piece of its
or until it leaves the creature’s possession. The save DC is Charisma- body regrows it in 2d6 x 10 minutes. Holding
based. A nightmare chain devil can climb chains it controls at its the severed member against the stump reattaches it instantly.
normal speed without making Climb checks.
Shadow Walk (Sp): Caster level 8th; see the nightmare creature
Fear Aura (Su): DC 17 Will save negates; see the nightmare template.
creature template.
Skills: A nightmare chain devil has a +8 racial bonus on Craft
Frightful Presence (Ex): DC 17 Will save negates; see the checks involving metalwork. It also has a +6 racial bonus on Hide,
nightmare creature template. Intimidate, and Move Silently checks.
Nocturnal Creature
Nocturnal creatures spend their days sleeping and awaken at night to go about the tasks that diurnal creatures would do during the day.
They have larger eyes and ears than their diurnal cousins, and they detest bright light.
Nocturnal Creature
have a surprisingly boisterous nightlife. Nocturnal elves that make peace with diurnal elves could ally to provide formidable
protection of their mutual forest home.
Combat
A nocturnal brown bear attacks mainly by
tearing at opponents with its claws.
Improved Grab (Ex): To use this ability, a
nocturnal brown bear must hit with a claw
attack. It can then attempt to start a grapple
as a free action without provoking an attack
of opportunity. 191
Ooze Creature
An ooze creatures is an intelligent ooze created when a creature dies in the slime left behind by another ooze creature. The first ooze
creature might have been the creation of a deity of oozes and slimes, but today ooze creatures are self-perpetuating races in their own
right.
Ooze Creature
An ooze creature resembles the creature it once was, but its body consists of semi-translucent slime and dripping goo. Though it possesses
many of the same skills as it did before, it lacks the personality and memory of its original form and is interested only in dissolving and
eating other living creatures.
Ooze Creature
is treated as two size categories smaller than it is when
Challenge Rating: Same as the base creature +1.
determining whether it can fit through an aperture.
Treasure: One-half the base creature’s value due to acid damage.
Remembered Abilities (Ex): An ooze creature recalls the skills
and abilities it possessed in life, but not its past personality or Alignment: Always chaotic neutral.
feelings. Every ooze creature has an Intelligence score of at
least 1, and although it might be a poor strategist, it can make Level Adjustment: Same as the base creature +3.
use of the abilities and attacks that its former self possessed,
unless the changes imposed by the template make those
functions impossible. Despite its innate intelligence, however,
Ooze Characters
ooze creatures remain immune to mind-influencing effects. An ooze creature favors whichever class the base creature does.
Plague Bearer
Plague bearer creatures bring doom with them everywhere. These living agents of infection and corruption are host to a dozen illnesses
and half a dozen plagues. Whether they intend it or not, they spread disease wherever they go, contaminating other creatures by their
mere presence. Some plague bearers relish this power, but others despise and fear it.
A plague bearer looks like a normal creature infected with many terrible plagues. Black boils cover its body, its skin is red and cracked, its
hair is patchy, and its hide and nails flake off and fall around it. It coughs, it wheezes, and its eyes well with tears, but still its back remains
unbent by its apparent suffering, and it lives on despite all manner of maladies.
Plague Bearer
- Sample Creature: Vargouille Plague Bearer -
Small Outsider (Evil, Extraplanar) A plague bearer vargouille’s natural weapons, and any weapons it
wields, are treated as evil-aligned for the purpose of overcoming
Hit Dice: 1d8+4 (9 hp)
damage reduction.
Initiative: +1
Speed: Fly 30 ft. (good) (6 squares) Disease (Ex): Fortitude save DC 14; see the plague bearer template.
Armor Class: 12 (+1 size, +1 Dex), touch 11, flat-footed 11
Disease Cloud (Ex): Fortitude save DC 14; see the plague bearer
Base Attack/Grapple: +1/–3
template.
Attack: Bite +3 melee (1d4 plus poison and disease)
Full Attack: Bite +3 melee (1d4 plus poison and disease) Diseased Flesh (Ex): Fortitude save DC 14; see the plague bearer
Space/Reach: 5 ft./5 ft. template.
Special Attacks: Disease, disease cloud, diseased flesh, kiss, poison,
shriek Kiss (Su): A plague bearer vargouille can kiss a paralyzed target
Special Qualities: Carrier, darkvision 60 ft., immunity to disease, with a successful melee touch attack. An affected opponent
quick incubation must succeed on a DC 18 Fortitude save or begin a terrible
Saves: Fort +6, Ref +3, Will +3 transformation that turns it into a plague bearer vargouille within
Abilities: Str 10, Dex 13, Con 18, Int 5, Wis 12, Cha 8 24 hours (and often much sooner; roll 1d6 separately for each
Skills: Hide +9, Intimidate +3, Listen +5, Move Silently +5, Spot +5 phase of the transformation).
Feats: Weapon Finesse First, over a period of 1d6 hours, all the victim’s hair falls out.
Environment: Any evil-aligned plane Within another 1d6 hours thereafter, its ears grow into leathery
Organization: Solitary, pair, cluster (3–5) or mob (6–11) wings, tentacles sprout on its chin and scalp, and its teeth become
Challenge Rating: 3 long, pointed fangs. During the next 1d6 hours, the victim takes 1
Treasure: None point of Intelligence drain
Alignment: Always neutral and 1 point of Charisma
evil each hour (to a minimum
Advancement: 2–3 HD of 3 in each score). The
(Small) transformation is complete
Level Adjustment: — 1d6 hours later, when the head
breaks free of the body (which
Here is an example of a plague promptly dies) and becomes a
bearer using a vargouille as the plague bearer vargouille. This
base creature. transformation is interrupted
by sunlight, and even a daylight
A plague bearer vargouille
spell can delay the victim’s death,
looks like a demonic head
but reversing the transformation
with large bat wings for
requires remove disease. The save
ears. Covered in boils and
DC is Constitution-based and
cracking skin that oozes pus
includes a +4 racial bonus.
and blood, the plague bearer
vargouille’s visage has been Poison (Ex): Injury,
know to drive creatures Fortitude DC 12 or
mad. be unable to heal the
plague bearer vargouille’s
Because plague bearer
bite damage naturally or
vargouilles enjoy spreading
magically. A neutralize poison
disease, they gleefully bite other
or heal spell removes the
creatures and flap away, leaving
effect, while delay poison
the diseases to do their worst.
allows magical healing. The
Plague bearer vargouilles speak save DC is Constitution-
Infernal. based and includes a +1
racial bonus.
Combat Shriek (Su): Instead of
Plague bearer vargouilles attack by biting biting, a plague bearer
with their jagged teeth, but their special vargouille can open its
attacks make them even more dangerous. distended mouth and let
195
out a terrible shriek. Every creature within 60 feet (except other the same plague bearer vargouille’s shriek for 24 hours. The shriek
vargouilles) that hears the shriek and can clearly see the creature is a mind-affecting fear effect. The save DC is Constitution-based
must succeed on a DC 14 Fortitude save or be paralyzed with and includes a +1 racial bonus.
fear. This effect lasts 2d4 rounds or until the monster attacks the
Carrier (Ex): See the plague bearer template.
creature, goes out of range, or leaves its sight. A paralyzed creature
is susceptible to the plague bearer vargouille’s kiss (see Kiss on page Quick Incubation (Ex): The diseases a plague bearer carries have
Poisonous Creature
195). A creature that successfully saves cannot be affected again by an incubation period of 1 round.
Poisonous Creature
Poisonous creatures are deadly to all but their own kind. Contact with toxins that surround these flukes of nature often kills their mothers
and incapacitates others nearby during the birthing process. Sometimes, however, the toxic nature of poisonous creatures does not
reveal itself until adolescence. These cursed children are usually cast out from their communities or killed, making those who survive to
adulthood rare. No one knows what accident of birth creates a poisonous creature, and few care to give the tragic topic much study.
A poisonous creatures resembles a normal member of its race, but its body is surrounded by an invisible cloud of toxin. Often angry and
resentful beings, many poisonous creatures yearn for revenge against those who are too weak to bear their presence. Some are proud of
their poisonous natures and despise creatures that lack immunity to their toxic bodies.
Poisonous Creature
of a hidden or invisible qualifier does not reveal it; the creature template doesn’t add much of a challenge unless the
poisonous creature merely knows what square or squares the poisonous creature has the ability to dispel these effects.
qualifier occupies. The poisonous creature knows the location
a qualifying object, effect, or creature at the moment of the Alignment: Often neutral evil.
detection, but it cannot follow the qualifier’s movement
Level Adjustment: Same as the base creature +4.
without another detection attempt. Most poisonous creatures
use this ability to determine whether their poisons can affect
a certain foe, but some spellcasting poisonous creatures use it Poisonous Creature Characters
to detect spells so that they can dispel them.
A poisonous creature favors whichever class the base creature does.
Poltergeists are mad and erratic beings that often lie dormant for weeks or even months at a time. A poltergeist may resurface when some
creature reminds it of its former life or defiles the place it is attached to. Naturally invisible and possessed of frightening powers, poltergeists
usually manage to frighten off trespassers without causing significant harm, but some are more malignant, seeking to trap and kill interlopers.
Creating a Poltergeist
“Poltergeist” is an acquired template that can be added to any Full Attack: A poltergeist uses all its incorporeal touch attacks
living, intelligent creature with a Charisma score of 3 or higher during a full attack.
(referred to hereafter as the base creature).
Damage: The poltergeist’s incorporeal touch attacks deal slashing
A poltergeist uses all the base creature’s statistics and special damage unmodified by Strength, as given on the following table.
abilities except as noted here.
Size and Type: The creature’s type changes to undead with the Damage
appropriate augmented subtype, plus the incorporeal subtype Size Slashing Damage
if the base creature did not already have it. Do not recalculate
base attack bonuses, saves, or skill points. Size is unchanged. Fine 1
Diminutive 1d2
Hit Dice: Increase all current and future Hit Dice to d12s. Tiny 1d3
Speed: A poltergeist loses all the base creature’s speeds and gains Small 1d4
a fly speed equal to the base creature’s highest speed, with Medium 1d6
perfect maneuverability. Large 1d8
Huge 2d6
Armor Class: The base creature’s armor, shield, and natural armor Gargantuan 2d8
bonuses no longer apply, but the poltergeist gains a deflection Colossal 4d6
bonus to Armor Class equal to its Charisma bonus or +1,
whichever is higher. Unlike most incorporeal creatures, Special Attacks: The poltergeist loses all special attacks that
poltergeists can use and carry equipment; see Manipulation require corporeal contact but gains those described here.
uner Special Attacks. Manipulation (Su): Although it is incorporeal, a poltergeist
Attack: The poltergeist retains all the base creature’s natural attacks, can use and carry equipment, manipulating the objects as
and its weapon and armor proficiencies. However, all its it did in life, so long as the total weight of the items does
attacks become incorporeal touch attacks, retaining the same not exceed 10 pounds per the character level the poltergeist
primary or secondary status they had for the base creature. possesses. Thus, a poltergeist can wear armor, use weapons,
The poltergeist gains a primary incorporeal touch attack if it and benefit from magic items worn just as any corporeal
has no other natural attacks. A poltergeist uses its primary creature can. These items do not encumber the poltergeist,
incorporeal touch attack when making an attack action. so it does not take from armor check penalties or have an
Because an incorporeal creature has no Strength score, its arcane spell failure chance. Its items do not become invisible
Dexterity modifier rather than its Strength modifier applies or incorporeal, and the poltergeist cannot take them along
to all its attack rolls. as it passes through objects and creatures.
Unlike most incorporeal creatures, a poltergeist can use A poltergeist cannot grapple foes or move living creatures
and carry equipment (see Manipulation). When it has a with its manipulation ability; it can move only objects
weapon, it usually uses that instead. within its weight limit that are not held by creatures. Even
198
if it wears a full suit of armor, a poltergeist cannot use its Bonded to Site (Ex): A poltergeist must remain within 300
gauntlet to grab a creature. It cannot use manipulation to feet of the site where its living form died. It cannot be
disarm foes or take items from creature holding them, but it permanently destroyed unless that place is affected by a
can use a weapon to disarm or trip a foe, using its Dexterity consecrate or hallow spell; otherwise, the poltergeist returns
modifier instead of its Strength modifier on the roll. A to its bonded site 1d4 days after being destroyed. These
poltergeist resists disarm attempts normally, using Dexterity spells do not automatically destroy a poltergeist, they only
rather than Strength to modify its opposing attack roll. render permanent destruction possible.
If a poltergeist is wearing clothing or armor, an opponent Greater Invisibility (Su): A poltergeist is always invisible,
can attempt to grab its garb with a touch attack as though even when it attacks. True seeing, see invisibility, and similar
Poltergeist
starting a grapple, then bull rush or overrun the clothing or effects allow a creature to see the poltergeist’s ghostly
armor. A poltergeist automatically fails all grapple checks form. Invisibility purge renders its ghastly visage visible, but
and all attempts to resist bull rush or overrun attacks. On it can become invisible again as a free action. Objects it
such a failure, it can choose to move with the armor or manipulates are not invisible and can be seen normally.
clothes as though wearing them or it can remain where it is
Mage Hand (Sp): At will, a poltergeist can use mage hand, as
and lose possession of the items.
the spell (caster level equals the poltergeist’s character level).
Telekinesis (Sp): Once every 1d4 rounds, a poltergeist can
Abilities: Change from the base creature as follows: Cha +4. If
use telekinesis as the spell (caster level equals poltergeist’s
the base creature’s Strength is higher than its Dexterity, the
character level). The save DC is Charisma-based.
poltergeist’s Dexterity becomes equal to the base creature’s
Terrifying Image (Sp): At will, the poltergeist can produce Strength. As an incorporeal creature, a poltergeist lacks
an effect like that of the major image spell, (caster level equals a Strength score, and as an undead creature, it has no
poltergeist’s character level), except that the poltergeist can Constitution score.
make the image frightening if desired. Upon first seeing or
Environment: Any, usually same as the base creature.
hearing such an illusion, a creature must succeed on a Will save
(DC 13 + poltergeist’s Cha modifier) or be panicked while Organization: Solitary.
the image is within its sight or hearing range. Success avoids Challenge Rating: Same as the base creature +2.
the effect if the creature’s character levels equal or exceed the
Alignment: Usually chaotic evil.
poltergeist’s; otherwise the creature is still shaken. See the
DMG for descriptions of the panicked and shaken conditions. Level Adjustment: —
Special Qualities: The poltergeist retains all the base creature’s
special qualities that do not require corporeal contact with Poltergeist Characters
another creature and gains those described here. A poltergeist favors whichever class the base creature does.
Primitive
Primitives are thought to be evolutionary throwbacks or devolved creatures. Their origins are unknown, but they are obviously different
from normal specimens of their kinds. A primitive has a heavily muscled and thick-skinned body, but it lacks the intelligence common
to its more evolved cousins.
Creating a Primitive
“Primitive” is an inherited template that can be added to any living,
corporeal, intelligent creature (referred to hereafter as the base
Damage (continued)
creature). Size Slam Base Damage
A primitive uses all the base creature’s statistics and special abilities Medium 1d6
except as noted here. Large 1d8
Huge 2d6
Armor Class: The primitive’s natural armor bonus improves by +2
Gargantuan 2d8
over that of the base creature.
Colossal 4d6
Attack: The primitive retains all the base creature’s attacks, and
Special Qualities: The primitive retains all the base creature’s
its weapon and armor proficiencies. These attacks retain the
special qualities and gains those described here.
same primary or secondary status they had for the base
creature. The primitive gains a primary slam Low-Light Vision (Ex): A primitive can see twice
attack if it has no other natural attacks. as far as a human in starlight, torchlight, moonlight,
and other low-light conditions.
Damage: If the primitive gained a slam attack from
the application of this template, its base Scent (Ex): A primitive can detect approaching
damage is as given on the following table. enemies and sniff out hidden foes by sense of smell
alone. See the MM for details of this quality.
Damage Abilities: Change from the base creature as follows: Str +4, Con
Size Slam Base Damage +4, Int –4 (minimum 1), Cha –2 (minimum 1).
Fine 1 Skills: The primitive loses all skill ranks the base creature
Diminutive 1d2 possessed. Recalculate skill points for the cave creature’s
Tiny 1d3 racial Hit Dice according to its type, as given on the
200 Small 1d4 following table, then purchase its skills afresh, treating
Climb, Hide, Listen, Spot, Move Silently, and Survival as
class skills as class skills and all others as cross-class skills. A
Skills (continued)
primitive creature retains the base creature’s racial modifiers Creature Type Skill Points
on skill checks and gains a +4 racial bonus on Hide, Move
Ooze (2 + Int modifier, minimum 1) x (HD +3)
Silently, and Survival checks. The primitive creature retains
Outsider (8 + Int modifier, minimum 1) x (HD +3)
any skill points gained from class levels.
Plant (2 + Int modifier, minimum 1) x (HD +3)
Undead (4 + Int modifier, minimum 1) x (HD +3)
Skills Vermin (2 + Int modifier, minimum 1) x (HD +3)
Creature Type Skill Points
Primative
Aberration (2 + Int modifier, minimum 1) x (HD +3) Feats: A primitive gains Alertness, Great Fortitude, Toughness,
Animal (2 + Int modifier, minimum 1) x (HD +3) and Track as bonus feats if the base creature did not already
Construct (2 + Int modifier, minimum 1) x (HD +3) have them.
Dragon (6 + Int modifier, minimum 1) x (HD +3)
Elemental (2 + Int modifier, minimum 1) x (HD +3) Challenge Rating: Same as the base creature, or +1 if the template
Fey (6 + Int modifier, minimum 1) x (HD +3) plays heavily on the creature’s strengths.
Giant (2 + Int modifier, minimum 1) x (HD +3) Level Adjustment: Same as the base creature +2.
Humanoid (2 + Int modifier, minimum 1) x (HD +3)
Magical beast (2 + Int modifier, minimum 1) x (HD +3)
Monstrous Primitive Characters
humanoid (2 + Int modifier, minimum 1) x (HD +3) A primitive character favors the barbarian class.
dead god’s essence might still be exerting influence through the release of such energies. Regardless of their origins, prismatic creatures
are rare, since the effects that create them are hard to reproduce.
Creating a Prismatic
“Prismatic” is an acquired template that can be added to any Prismatic Body (Su): A prismatic’s body glows with a light
creature with a Charisma score of 3 or higher (referred to hereafter equivalent to that of a candle, illuminating a 5-foot radius
as the base creature). around itself. Each round, this light takes on a different hue,
determined at random. While so lit, a prismatic creature
A prismatic uses all the base creature’s statistics and special
cannot benefit from concealment due to darkness or shadowy
abilities except as noted here.
conditions. Once per round, the prismatic may suppress its
Special Attacks: The prismatic retains the base creature’s special light or choose its color as a free action with a successful
attacks and gains those described here. DC 15 Concentration check. The light resumes its random
color changes on the prismatic creature’s next turn unless it
Spell-Like Abilities: A prismatic has two or succeeds on another DC 15 Concentration check.
more spell-like abilities, depending on its Reinstating the suppressed light is a free action.
Hit Dice, as indicated on the following table.
These abilities are cumulative. Caster level equals In addition, the hue of the prismatic creature’s light
prismatic’s character level, and the save DCs are grants it an immunity as given in the following table.
Charisma-based. At the end of each round, roll on the chart below to
determine the color of the prismatic creature’s light.
While its light is suppressed, it does not benefit from
Spell-Like Abilities any immunity granted by the prismatic body special quality.
Character Level Abilities
1–2 Dancing lights 3/day, flare at will Prismatic Body
3–4 Color spray 2/day Color Immunity
5–6 Hypnotic pattern 1/day
7–8 Daylight 1/day Red Fire
9–10 Searing light 1/day Orange Acid
11–12 Rainbow pattern 1/day Yellow Electricity
13–14 Prismatic spray 1/day Green Poison
15–16 Scintillating pattern 1/day Blue Mind-affecting effects
17–18 Prismatic wall 1/day Indigo Cold
19–20 Prismatic sphere 1/day Violet Sonic
Special Qualities: The prismatic retains all the base creature’s Prismatic Immunities (Ex): Prismatics are immune to
special qualities and gains those described here. the adverse effects of the spells noted in the Spell-Like
Abilities section. In addition, they are immune to all
Low-Light Vision (Ex): A prismatic can see twice as far as a blinding, dazzling, or dazing effects caused by exposure to
human in starlight, torchlight, moonlight, and other low-light light. If the base creature suffers negative effects in bright
conditions. light, the prismatic loses that vulnerability.
Prismatic
Large Magical Beast
Combat
Hit Dice: 9d10+27 (76 hp)
A prismatic chimera stalks
Initiative: +1
its prey from the air. When
Speed: 30 ft. (6 squares), fly 50 ft. (poor)
it spots good hunting, it lands
Armor Class: 19 (–1 size, +1 Dex, +9
and hides in its quarry’s path, using
natural), touch 10, flat-footed 18
hypnotic pattern to distract potential
Base Attack/Grapple: +9/+17
victims when they come near. It then
Attack: Bite +12 melee (2d6+4)
attacks with color spray to incapacitate
Full Attack: Bite +12 melee (2d6+4) and
as many creatures as possible before
bite +12 melee (1d8+4) and
using its breath weapon on them. If
gore +12 melee (1d8+4) and
necessary, it continues its attack
2 claws +10 melee (1d6+2)
from the air, using searing light
Space/Reach: 10 ft./5 ft.
and breath weapon attacks to
Special Attacks: Breath weapon,
kill foes at range.
spell-like abilities
Special Qualities: Darkvision Breath Weapon (Su): A
60 ft., low-light vision, prismatic chimera’s breath
prismatic body, prismatic weapon depends on the color of
immunities, scent its dragon head, as summarized
Saves: Fort +9, Ref +7, on the following table. The
Will +6 breath weapon is usable
Abilities: Str 19, Dex 13, once every 1d4 rounds,
Con 17, Int 4, Wis 13, deals 3d8 points of damage, and
Cha 14 allows a DC 17 Reflex save for
Skills: Hide +1*, Listen +9, half damage. The save DC is
Spot +9 Constitution-based.
Feats: Alertness, Hover, Iron
To determine a prismatic
Will, Multiattack
chimera’s head color and breath
Environment: weapon randomly, roll 1d10 and
Temperate hills consult the following table.
Organization: Solitary, pride
(3–5), or flight (6–13) Breath Weapon
Challenge Rating: 8
Treasure: Standard 1d10 Head Color Breath Weapon
Alignment: Usually chaotic evil
1–2 Black 40-foot line of acid
Advancement: 10–13 HD (Large); 14–27 HD (Huge)
3–4 Blue 40-foot line of lightning
Level Adjustment: +5 (cohort)
5–6 Green 20-foot cone of gas (acid)
Here is an example of a prismatic using a chimera as the base 7–8 Red 20-foot cone of fire
creature. 9–10 White 20-foot cone of cold
A prismatic chimera is about 5 feet tall at the shoulder and nearly 10 Spell-Like Abilities: At will—flare (DC 12); 3/day—dancing
feet long, and it weighs about 4,000 pounds. It has three heads—a lights; 2/day—color spray (DC 13); 1/day—daylight, hypnotic pattern
goat, a lion, and a dragon—on long, dragon like necks. Its forelegs are (DC 14), searing light (DC 15). Caster level 9th. The save DCs are
those of a lion, its rear legs are hoofed like a goat’s, and its body is that Charisma-based.
of a dragon—complete with great wings. The dragon head resembles
Prismatic Body (Su): See the prismatic template.
that of any one kind of chromatic true dragon— black, blue, green,
red, or white—and it can use a weaker version of that dragon’s breath Prismatic Immunities (Ex): See the prismatic template.
weapon. Because its color constantly shifts, however, creatures not
Skills: A prismatic chimera’s three heads give it a +2 racial bonus
familiar with chromatic dragon facial features often have a difficult
on Listen and Spot checks.
time predicting what breath weapon the chimera can use.
Carrying Capacity: A light load for a prismatic chimera is up to
Prismatic chimeras can speak Draconic but seldom bother to do
348 pounds; a medium load, 349–699 pounds, and a heavy load,
so, except when toadying to more powerful creatures.
700–1,050 pounds.
203
Psychic
Gifted with abnormal mental fortitude and strange mind powers by some accident of birth, psychics have access to knowledge and talents
that other creatures of their kinds do not. As they age, experience hones their minds even further, granting them ever more power.
Psychics come in eight different varieties according to their particular specialties: clairaudiant, clairvoyant, empath, precognizant,
psychometer, pyrokinetic, telekinetic, and telepath. Any given psychic may have one or more of these specialties, which are defined as
follows.
Psychic
• Clairaudiants can hear sounds made in locations other than their own and have powers over sound.
• Clairvoyants can see events in locations other than their own and have power over sight.
• Empaths are sensitive to other creature’s feelings and have powers over emotion.
• Precognizants can see future events and determine appropriate courses of action.
• Psychometers can determine the history and qualities of an object or place by concentrating.
• Pyrokenetics can control and produce flame with a thought.
• Telekinetics can move objects and produce force effects with their minds.
• Telepaths can read and project thoughts.
A psychic looks like any other member of its race, and psychics with different specialties are indistinguishable except for their abilities.
Psychic
Caster level equals precognizant’s character level.
creature would be denied its Dexterity bonus to AC.
Psychometer: Spell-Like Abilities: At will—detect chaos, detect
Pyrokinetic: Conscious Immunity to Fire (Su): So long as a
evil, detect good, detect law, detect magic, detect poison,
pyrokinetic is conscious, it is immune to fire.
legend lore; 3/day—detect secret doors, detect snares and
pits; 1/day—analyze dweomer, locate object. Caster level Telepathic: Informed Prediction (Su): If the telepath has
equals psychometer’s character level). To use its at will successfully used detect thoughts against a creature
abilities, a psychometer must touch a single object or within 24 hours, it gains a +2 dodge bonus against
creature. These abilities otherwise function as the spells that creature’s attacks and a +2 insight bonus on saves
against that creature’s spells and special attacks.
Pyrokintic: Spell-Like Abilities: A pyrokinetic gains spell-like
abilities according to its character level, as indicated Telepathy (Su): A telepathic creature can use telepathy
on the following table. These abilities are cumulative. to a range of 100 feet, as described in the MM.
Caster level equals pyrokinetic’s character level. The
Skills: A psychic gains bonuses on certain skill checks according
save DCs are Charisma-based.
to its particular specialties, as follows.
Pyrokinetic: Spell-Like Abilities Clairaudiant: A clairaudiant gains a +10 bonus on Listen checks.
Character Level Ability Clairvoyant: A clairvoyant gains a +10 bonus on Spot checks.
1–2 Produce flame 3/day, pyrotechnics 1/day Empathic: An empath gains a +10 bonus on Sense Motive
3–4 Flaming sphere 1/day checks and a +5 bonus on Bluff, Diplomacy, and
5–6 Flame arrow 3/day Intimidate checks.
7–8 Firetrap, quench 3/day Psychometer: A psychometer gains a +5 bonus on Appraise,
9–10 Fireball 1/day Disable Device, Open Lock, Search, and Use Magic
11–12 Wall of fire 2/day Device, as well as Survival checks made to track creatures.
13–14 Firestorm 1/day
15–16 Delayed blast fireball 1/day Feats: The psychic gains Iron Will as a bonus feat if the base
17–18 Incendiary cloud 1/day creature did not already have it.
19–20 Meteor swarm 1/day
Challenge Rating: The CR increases based on the psychic’s
Telekinetic: Spell-Like Abilities: A telekinetic gains spell-like specialties and character level, as follows. Each specialty
abilities according to its character level, as indicated adds its own CR increase.
on the following table. These abilities are cumulative.
Clairaudiant, Clairvoyant, Empath: Character level 10th or
Caster level equals telekinetic’s character level. The
below, same as the base creature; character level 11th
save DCs are Charisma-based.
or higher, same as the base creature +1.
Telekinetic Spell-Like Abilities Precognizant, Telepath: Same as the base creature +1.
1–2 Mage hand at will, shield 1/day Pyrokinetic, Telekinetic: Character level 10th or below, same
3–4 Animate rope 1/day, hold portal 2/day as the base creature +1; character level 11th or higher,
5–6 Floating disk 1/day same as the base creature +2.
7–8 Control water 1/day, sympathetic vibration 2/day Level Adjustment: The level adjustment increases based on the
9–10 Resilient sphere 1/day psychic’s specialties, as follows. Each specialty adds its own
11–12 Telekinesis 3/day level adjustment.
13–14 Repel wood 1/day, repel metal or stone 1/day
15–16 Reverse gravity 1/day Clairaudiant, Clairvoyant, Empath, Precognizant: Same as
17–18 Telekinetic sphere 1/day the base creature +2.
19–20 Wall of force 3/day Psychometer: Same as the base creature +1.
Telepath: Spell-Like Abilities: At will—detect thoughts; Pyrokinetic, Telekinetic, Telepath: Same as the base creature +3.
1/day—dream, mind blank, phantasmal killer, telepathic
bond. Caster level equals telepath’s character level. The
save DCs are Charisma-based. Psychic Characters
Special Qualities: A psychic retains all the base creature’s special A psychic character favors whichever class the base creature does.
qualities and gains those described here. Alternatively, if you use Green Ronin’s Psychic Handbook, the
character gains Psychic in addition to the normal favored class. 205
- Sample Creature: Psychic Bugbear -
Medium Humanoid (Goblinoid)
Hit Dice: 3d8+3 (16 hp)
Quadrupedal Creature
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 Dex, +3 natural, +2 leather armor,
+1 light wooden shield), touch 11, flat-footed 16
Base Attack/Grapple: +2/+4
Attack: Morningstar +5 melee (1d8+2) or javelin +3
ranged (1d6+2)
Full Attack: Morningstar +5 melee (1d8+2) or javelin +3
ranged (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., informed
prediction, scent, telepathy
Saves: Fort +2, Ref +4, Will +3
Abilities: Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9
Skills: Climb +3, Hide +4, Listen +14, Move Silently +6,
Spot +14
Feats: Alertness, Iron Will, Weapon Focus
(morningstar)
Environment: Temperate mountains
Organization: Solitary, pair, gang (3–4), or band (11–20
plus 150% noncombatants plus 2 2nd-level
sergeants and 1 leader of 2nd–5th level)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +8
Here is an example of a psychic creature using a bugbear
as the base creature and clairaudiant, clairvoyant, and
telepath as the psychic specialties.
A psychic bugbear swiftly becomes a leader among its kind. With and eyesight to spy on enemies at greater than normal range and
its abilities to detect foes and communicate silently, a clairaudiant/ its telepathic bond to communicate with distant allies.
clairvoyant/telepath bugbear makes any bugbear hunting party or Spell-Like Abilities: At will—detect thoughts, ventriloquism;
guerilla team dramatically more effective. 3/day—detect magic, ghost sound; 1/day—detect secret doors, dream,
Bugbears speak Goblin and Common. mind blank, phantasmal killer, telepathic bond. Caster level 3rd.
The save DCs are Charisma-based. The psychic bugbear gains
Combat additional spell-like abilities as it gains Hit Dice.
Bugbears prefer to ambush opponents whenever possible. When Telepathy (Su): See the psychic template.
hunting, they normally send scouts ahead of the main group. If the Informed Prediction (Su): See the psychic template.
scouts spy prey, they return to report and bring up reinforcements.
When a clairaudiant/clairvoyant/telepath bugbear is part of such Skills: A psychic bugbear has a +4 racial bonus on Move Silently
a group, it often serves as the scout, using its tremendous hearing checks.
Quadrupedal Creature
A quadrupedal creature possesses the features of a humanoid but the general form of a lion or horse. A quadrupedal version of a
humanoid creature has legs instead of arms and a longer-than-normal torso placed between and behind its front legs. Its elongated neck
and shortened legs give it a general form similar to that of a sphinx or a barghest.
Quadrupedal creatures rarely have the ability to manipulate tools, and most live nomadic existences, following sources of food and
traveling with the seasons. A quadrupedal race inclined to settle down might ally itself with nearby humanoids, gaining equipment and
dwellings in return for service as mounts.
206
Creating a Quadrupedal Creature
“Quadrupedal creature” is an inherited or created template that can
Damage
Quadrupedal Creature
be added to any humanoid, giant, or monstrous humanoid, or any
living creature with a generally humanoid shape—namely, two arms, Size Bite Base Damage Slam Base Damage
two legs, and a head (referred to hereafter as the base creature).
Fine — —
A quadrupedal creature uses all the base creature’s statistics and Diminutive 1 1
special abilities except as noted here. Tiny 1 1
Small 1d3 1d3
Shape: The base creature’s arms become legs, and its hands become
Medium 1d4 1d4
hooflike or pawlike, depending upon whether its lower body
Large 1d6 1d6
resembles that of a horse or a lion. A quadrupedal must
Huge 1d8 1d8
wear barding instead of normal armor and cannot wear
Gargantuan 2d6 2d6
boots designed for bipeds.
Colossal 2d8 2d8
Speed: The base creature’s land and burrow speeds (if any) each
Space/Reach: The quadrupedal creature has a space and reach
increase by +10 feet. If the base creature has a climb speed, it
appropriate for its new shape, as described in the following
is replaced by a climb speed equal to one-half the quadrupedal
table. If the base creature had greater than normal reach for
creature’s land speed or 10 feet, whichever is faster. If the base
its size, add 5 feet to the reach indicated on the table.
creature has a fly speed based on the possession of wings, the
quadrupedal creature’s maneuverability class is reduced by one Space/Reach
step (minimum clumsy).
Size New Space/Reach (Long)
Grapple: If the quadrupedal creature’s body is more like that of a
deer or a horse than a lion, the GM may choose to impose a Fine 1/2 ft/—
penalty on grapple checks it makes as an aggressor, or even Diminutive 1 ft./—
disallow grappling attacks altogether. Even so, however, the Tiny 2-1/2 ft./—
quadrupedal creature retains its grapple bonus for use in Small 5 ft./—
escaping grapples and fending off pin attempts. Medium 5 ft./5 ft.
Large 10 ft./5 ft.
Attack: The quadrupedal creature retains all the base creature’s attacks, Huge 15 ft./10 ft.
each of which retains the same primary or secondary status Gargantuan 20 ft./15 ft.
it had for the base creature. If the base creature possessed a Colossal 30 ft./20 ft.
single claw or slam attack, the quadrupedal creature gains an
additional attack of the same type with the same primary or Special Attacks: A quadrupedal creature retains all of the base
secondary status and the same base damage. If the base creature creature’s special attacks except those that rely on find
has at least one head but lacks a bite attack with manipulation with the hands. If a special attack relies on
it, the quadrupedal creature gains a secondary the base creature taking humanoid form, it must
bite attack with each head. If the base creature instead take quadrupedal form.
possesses arms but has no claw or slam attacks Special Qualities: The quadrupedal creature retains
with them, the quadrupedal creature gains a all the base creature’s special qualities except those
primary slam attack with each such limb. that rely on fine manipulation with the hands. It
The quadrupedal creature’s lack of humanlike also gains the qualities described here. If a special
hands prevents it from using weapons, employing quality relies on the base creature taking humanoid
a shield, or manipulating items any better than a bear or a horse form (such as the doppelganger’s change shape ability), it
could. Thus, it loses all the base creature’s weapon and armor must instead take quadrupedal form.
proficiencies unless it gains the regular use of the ability to take Stability (Ex): A quadrupedal creature gains a +4 bonus on
a shape with hands. (In that case, the proficiencies of its class checks made to resist bull rush or trip attacks.
or creature type should automatically be restored so that the
quadrupedal creature need not take weapon proficiency feats to Carrying Capacity (Ex): A quadrupedal creature has a carrying
regain them.) capacity 1-1/2 times greater than normal for its size. It can also
carry a rider up to one size category smaller than itself.
Damage: If the quadrupedal creature gained bite or slam attacks
from the application of this template, the base damage for Skills: The quadrupedal creature retains the base creature’s racial
each is as given on the following table. skill bonuses. If the base creature has skills that require
fine manipulation with the hands (such as Open Lock or
Quadrupedal Spellcasters
Quadrupedal creatures may cast spells, but those requiring somatic and material components cannot be used unless the
quadrupedal creature has a means of bypassing the need for such components. In most cases, it is easiest to assume that
quadrupedal creatures can make use of somatic and material components in the same ways that other monstrous spellcasters
can. Spell-like abilities may be used in the same manner as the base creature used them.
207
Perform [string instruments]), recalculate skill points for Feats: If the base creature has feats that require fine manipulation
the quadrupedal creature’s racial Hit Dice according to its with the hands (such as Skill Focus [Sleight of Hand]),
type, as given on the following table, then purchase its skills replace those feats.
afresh, treating the base creature’s skills as class skills and all
others as cross-class skills. The quadrupedal creature retains Quadrupedal Characters
Quadrupedal Creature
Quickling
Combat suggestion (DC 21), greater teleport (self plus 50 pounds of objects
only). Caster level 12th. The save DCs are Charisma-based.
Quadrupedal succubi avoid combat if possible, preferring to use
their powers of suggestion and their charm to win foes to their Summon Demon (Sp): Once per day, a quadrupedal succubus can
sides and lure victims into their life-draining embraces. attempt to summon one vrock with a 30% chance of success. This
ability is the equivalent of a 3rd-level spell.
A quadrupedal succubus’s natural weapons, and any weapons it
wields, are treated as chaotic-aligned and evil-aligned for the Tongues (Su): A quadrupedal succubus has a permanent tongues
purpose of overcoming damage reduction. ability (as the spell, caster level 12th). Succubi usually use verbal
communication with mortals.
Energy Drain (Su): A quadrupedal succubus drains energy from
a mortal it lures into some act of passion, or by simply planting Skills: A quadrupedal succubus has a +8 racial bonus on Listen
a kiss on the victim. If the target is not willing to be kissed, the and Spot checks. *While using its alter self ability, it gains a +10
quadrupedal succubus must start a grapple, which provokes an attack circumstance bonus on Disguise checks.
Quickling
Quicklings are creatures that possess incredible speed. Some inherit their powers from quickling parents or distant ancestors, but others seem to
become quicklings spontaneously. Such creatures are often individuals in need of great speed to flee a foe or reach a loved one in time to prevent
tragedy. Most count their gift of speed as a great blessing at first, but they soon learn to curse it when they see their lives rapidly leaving them.
Quicklings are prime examples of the old adage, “Live fast and die young.” In fact, they age four times as fast as normal for their kinds.
Elf quicklings die of old age before their companions are old enough to be married, and human quicklings rarely live past twenty-five.
Knowledge of their impending doom, however, drives many quicklings to accomplish great deeds in the small amount of time they have.
Creating a Quickling
“Quickling” is an acquired or inherited template that can be added Quick Casting (Ex): When casting any spell with a casting time
to any living creature (referred to hereafter as the base creature). greater than 1 action, the quickling can cast it in 1 action.
A quickling uses all the base creature’s statistics and special Special Qualities: A quickling retains all the base creature’s special
abilities except as noted here. qualities and gains the one described here.
Initiative: A quickling gains a +4 bonus on initiative rolls. Fast Healing (Ex): A quickling regains 1 hit point per round.
Speed: Each of a quickling’s speeds is quadruple the Abilities: Increase from the base creature as follows: +8 Dex.
corresponding speed of the base creature. If the quickling
Skills: A quickling rapidly gains an understanding of its
has a fly speed, its maneuverability increases by two
environment, which grants it a +2 racial bonus on Listen,
categories (maximum perfect).
Search, and Spot checks. In addition, it gains a +10 racial
Armor Class: The base creature gains a +4 dodge bonus to AC. bonus on Tumble checks and can use Tumble as though
Conditions that cause the quickling to lose its Dexterity trained even if it possesses no ranks in the skill..
bonus to AC also cause it to lose this dodge bonus.
Feats: A quickling gains Dodge, Improved Initiative, Mobility,
Special Attacks: A quickling retains all the base creature’s special Quick Draw, Quicken Spell, and Spring Attack as bonus
attacks and gains those described here. feats, assuming that it meets any prerequisites and the base
creature does not already have them.
Rapid Attacks (Ex): A quickling may make an extra ranged
attack at its highest attack bonus during any attack action Challenge Rating: Same as the base creature +1.
and when making a full attack. Furthermore,
Level Adjustment: Same as the base creature +5.
it may modify any or all of its melee attack
rolls with its Dexterity modifier instead of its
Strength modifier, if desired. When it makes Quickling Characters
this substitution for all its melee attacks in an
A quickling character favors whichever class the
attack action or a full attack, it gains an extra
base creature does.
melee attack at its highest attack bonus. 209
Using the Quickling Template
If one of your players has a character of significantly lower level than the rest of the group, consider allowing that character to
gain the quickling template spontaneously at a time when she desperately needs to move quickly. If the character seizes this
option, make it clear over time that the character is aging rapidly. Such an effect is relatively easy to depict over the long term in
a campaign, but in the short term, the signs of aging might be less clear. Mention that the character’s hair is growing noticeably
faster than before, and that her rapidly beating heart pains her from time to time. If the player objects to the aging effects,
make an option for removing the template available in the form of a quest.
Quickling
Ravenous Creature
Ravenous Creature
Unnatural acts provoke unnatural hungers, and depravity follows perversity in a cascade. Dark powers watch for the growth of evil in
mortals’ hearts, and they reward such creatures with great power to nurture the black bloom of their wickedness. Cannibalism garners a
particularly abhorrent “blessing.” Ravenous creatures are living beings that have eaten the flesh of their own kind and been cursed with
a supernatural hunger for more. A ravenous creature must continue to eat the flesh of its own kind or starve to death. Most ravenous
creatures welcome this burden because of the power it brings them.
Ageless (Ex): A ravenous creature does not age. Alignment: Usually chaotic evil.
Cannibalistic Healing (Ex): So long as the ravenous creature Level Adjustment: Same as the base creature +4.
has fed upon the flesh of its own kind within the last 24
hours, it has fast healing 10. Feeding on a creature of its
own kind that was killed within the last hour heals all ability
Ravenous Characters
damage and ability drain the ravenous creature has taken. A ravenous character favors whichever class the base creature does. 211
- Sample Creature: Kazunne Brokentongue -
(Female Ravenous Half-Orc Ranger 8) Medium Humanoid
Combat
Hit Dice: 8d8+24 (60 hp)
Kazunne concerns herself only with killing and devouring half-
Initiative: +1
Ravenous Creature
Saurian
Creating a Saurian
“Saurian” is an inherited template that can be added to any nonreptilian Special Attacks: The saurian retains all the base creature’s special
animal, giant, humanoid, monstrous humanoid, or magical beast attacks and gains those described here.
(referred to hereafter as the base creature). A saurian uses all the base
Leaping Pounce (Ex): When a saurian charges a foe and
creature’s statistics and special abilities except as noted here.
jumps at least the last 10 feet of, it may make a full attack,
Size and Type: Size and type are unchanged, but if including two rake attacks.
the base creature is humanoid, the saurian
Rake (Ex): The saurian gains this ability if it has
gains the reptilian subtype.
at least four limbs and the base creature does not
Armor Class: The saurian’s natural armor bonus already have rake. Against a creature with which it
improves by +2 over that of the base creature. grapples, a saurian may make two secondary rake
attacks that deal claw damage. See the Glossary in
Attack: The saurian retains all the base creature’s
the MM for more details.
attacks, and its weapon and armor proficiencies.
These attacks retain the same primary or secondary status Special Qualities: The saurian retains all the base creature’s special
they had for the base creature. If the base creature possesses at qualities and gains those described here.
least one mouth but has no natural attack with it, the saurian
Low-Light Vision (Ex): A saurian can see twice as far as
gains a secondary bite attack with each mouth. If the base
a human in starlight, moonlight, torchlight, and similar
creature possesses at least two arms but has no natural attacks
conditions or poor illumination. It retains the ability to
with them, the saurian gains two primary claw attacks.
distinguish color and detail under these conditions.
Full Attack: A saurian fighting without weapons uses all its natural
Scent (Ex): A saurian can detect approaching enemies and
attacks when making a full attack. If armed with a weapon,
sniff out hidden foes by sense of smell alone. See the MM
it uses that as its primary attack and a claw and a bite as
for details of this quality.
secondary attacks.
Abilities: Change from the bas creature as follows: Dex –2
Damage: If the saurian gained bite or claw attacks from the
(minimum 1), Con +2, Wis +2.
application of this template, the base damage for each is as
given on the following table. Skills: A saurian has a +8 racial bonus on Jump and Survival
checks.
Damage Languages: If the saurian can speak, it gains the ability to speak
Size Bite Base Damage Claw Base Damage Draconic in addition to any other languages the base
creature knows.
Fine 1 —
Diminutive 1d2 1 Challenge Rating Same as the base creature +1.
Tiny 1d3 1d2 Alignment: Usually neutral.
Small 1d4 1d3
Medium 1d6 1d4 Level Adjustment: Same as the base creature +2.
Large 1d8 1d6
Huge
Gargantuan
2d6
2d8
1d8
2d6
Saurian Characters
Colossal 4d6 2d8 A saurian favors whichever class the base creature does.
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +4
Here is an example of a saurian using a
centaur as the base creature.
Saurian centaurs are
carnivorous, nomadic hunters
that spend most of their time
following migrating herds
of herbivores. However, they are happy to prey
upon any creatures that cannot speak their languages,
considering them to be inferior. Saurian centaurs are careful not
to overhunt their prey, and this mentality affects how they fight
enemies. In many cases, they kill and take with them only a few
of a larger group of foes, leaving the rest for later hunts.
A saurian centaur is as big as a heavy horse, but much taller and
heavier, standing about 7 feet tall and weighing about 2,200
Combat
pounds. The creature looks something like a lizardfolk with four A saurian centaur charges from foe to foe, leaping upon its prey
legs and a body covered in small green scales. Its face, which and raking with its hind legs as it claws, bites, and batters. A
features a mouth filled with dagger-point teeth, looks like a saurian centaur employing a lance deals double damage when it
melding of dinosaur and human. Its forelegs have blunt, hooflike charges, just as a rider on a mount would.
feet, while its rear legs and hands bear sharp claws.
Leaping Pounce (Ex): See the saurian template.
Saurian centaurs speak Draconic, Sylvan, and Elven. Rake (Ex): See the saurian template.
Savant
Savants are creatures gifted with unusual intelligence due to some accident of birth. Physically weak and socially inept, they live on
the fringes of the social order and are viewed as oracles at best or freaks at worst. Despite their quick wits, flawless memories, and
faultless logic, few savants become leaders of their kind. Some, however, gain considerable political power by serving as advisors to more
charismatic leaders who are socially acceptable to others. Such injustice often makes savants bitter and vengeful creatures.
A savant looks much like any normal member of its race, though it usually has an enlarged skull to house its extra-large brain. The typical
savant also has some physical deformity, such as a club foot or a twisted back—a feature that further erodes its ability to relate to others.
Creating a Savant
“Savant” is an inherited template that can be added to any creature Deductive Leap (Ex): Once per round, a savant can choose
with an Intelligence score of 3 or higher. A savant uses all the base to substitute its Intelligence modifier for the ability modifier
creature’s statistics and special abilities except as noted here. usually associated with a saving throw it is about to make.
The decision to use this ability must be made before the
Special Qualities: The savant retains all the base creature’s special
saving throw is rolled, and this ability can be used
qualities and gains those described here.
even if the savant does not know what the saving
Combat Insight (Ex): A savant gains a +2 throw is for.
insight bonus on attack and damage rolls
Terrain Insight (Ex): A savant gains a +4 insight
and A +2 insight bonus to AC against any
bonus on initiative rolls and Hide, Listen, Move
creature it has watched in combat for at least
Silently, Search, and Spot checks in any area with
214 3 rounds.
which it is very familiar (that is, a place that the savant has
been to often and feels at home in).
Skills
Creature Type Skill Points
Uncanny Dodge (Ex): A savant retains its Dexterity bonus to
AC regardless of being caught flat-footed or attacked by an Humanoid (2 + Int modifier, minimum 1) x (HD +3)
unseen opponent. If the base creature already has uncanny Magical beast (2 + Int modifier, minimum 1) x (HD +3)
dodge or gains it later as a result of class levels or a template, Monstrous
it gains the improved uncanny dodge quality instead. humanoid (2 + Int modifier, minimum 1) x (HD +3)
Ooze (2 + Int modifier, minimum 1) x (HD +3)
Skill Mastery (Ex): A savant chooses number of skills equal
Outsider (8 + Int modifier, minimum 1) x (HD +3)
to 3 + its Intelligence modifier when the template is added. It
Plant (2 + Int modifier, minimum 1) x (HD +3)
may take 10 on checks made with any of these skills, even if
Savant
Undead (4 + Int modifier, minimum 1) x (HD +3)
stress or distraction would normally prevent it from doing so.
Vermin (2 + Int modifier, minimum 1) x (HD +3)
Abilities: Change from the base creature as follows: Str –2
A savant gains a +4 insight bonus on Bluff, Diplomacy, Intimidate,
(minimum 1), Dex –2 (minimum 1), Con –2 (minimum 1),
and Sense Motive checks against creatures it has observed
Int +10, Wis +6, Cha –4 (minimum 1). Savants are often
or interacted with for 1 minute. Furthermore, it can use all
physically weak and socially inept, but they have keen minds.
Knowledge skills, plus Decipher Script, Disable Device,
Skills: The savant retains the racial skill bonuses of the base Open Lock, and Use Magic Device untrained.
creature, but it loses all skill ranks the base creature
Languages: A savant often speaks many languages, chosen from
possessed. Recalculate skill points for the savant’s racial
the bonus languages available to creatures of its type.
Hit Dice according to its type, as given on the following
table, then purchase its skills afresh. Treat the base creatures’ Feats: A savant gains Blind-Fight as a bonus feat if the base
skills and Decipher Script, Disable Device, Knowledge (all), creature does not already have it.
Open Lock, and Use Magic Device as class skills and all
Challenge Rating: Same as the base creature. The savant’s
others as cross-class skills. The savant retains any skill points
high Intelligence should make it a much greater threat
gained from class levels.
than an average member of its race because of the plots
and machinations it can invent, but in physical combat,
Skills no adjustment or a +1 adjustment to CR should be
Creature Type Skill Points appropriate. If the savant can cast spells as a cleric, druid,
or wizard, the abnormally high save DCs may justify a +2
Aberration (2 + Int modifier, minimum 1) x (HD +3) CR adjustment.
Animal (2 + Int modifier, minimum 1) x (HD +3)
Construct (2 + Int modifier, minimum 1) x (HD +3) Level Adjustment: Same as the base creature +4.
Dragon (6 + Int modifier, minimum 1) x (HD +3)
Elemental
Fey
(2 + Int modifier, minimum 1) x (HD +3)
(6 + Int modifier, minimum 1) x (HD +3)
Savant Characters
Giant (2 + Int modifier, minimum 1) x (HD +3) A savant favors the wizard class because the study of magic comes
easily to it.
Seasonal Creature
Seasonal creatures change as the world does. Their bodies and souls are linked to the slow shift from spring to summer, summer to
autumn, and autumn to winter.
In spring, a seasonal creature exhibits great strength and lust for life. It seems exuberant and foolhardy, young again despite all its years
and frail like a newborn. In summer, some of the zest for living that characterized it in spring has faded, tempered by thoughts of the
autumn and winter to come. Autumn brings physical weakness and growing wisdom, plus a need to prepare for the coming winter.
Winter is a time for thoughtfulness—a time to reflect on the events of the year and learn from them before the coming spring makes the
seasonal creature a young fool again.
Like its outlook, the seasonal creature’s appearance changes throughout the year. In spring, its skin is bright green, and new leaf shoots
and budding flowers grow from its head like hair. Summer darkens the greens and causes the flowers to fall as fruit begins to ripen. In
autumn, the seasonal creature’s skin turns yellow or brown, and its leaves become fiery red and orange. In winter, its leaves and vine like
hair wither and fall away, its skin pales to pure white, and hair the color of the winter sky grows in where the green shoots once sprouted.
Seasonal Creature
You can use this template to redefine any d20 creature. Fey creatures are excellent choices as base creatures, though the template
can also be used to create subraces for humans, elves, or other PC races.
creature gains special benefits to its spellcasting according to Summer: The seasonal creature gains a +2 bonus on
the season, as follows. saves against fire effects and a –2 penalty on saves
against cold effects.
Spring: The seasonal creature’s effective caster level for
illusion effects increases by +1 over that of the base Autumn: The seasonal creature gains a +2 bonus on
creature, and the save DC for its illusions increases by +1. saves against cold effects and a –2 penalty on saves
against polymorphing.
Summer: The seasonal creature’s effective caster level
for evocation effects increases by +1 over that of the Winter: The seasonal creature gains a +2 bonus on
base creature, and the save DC for its evocations saves against cold effects and a –2 penalty on saves
increases by +1. against fear.
Autumn: The seasonal creature’s effective caster Abilities: A seasonal creature’s ability scores change from the base
level for transmutation effects increases by +1 over creature according to the season, as given in the following table.
that of the base creature, and the save DC for its
transmutations increases by +1. Abilities
Winter: The seasonal creature’s effective caster level Season Str Dex Con Int Wis Cha
for necromancy effects increases by +1 over that of
the base creature, and the save DC for its necromancy Spring +4 +4 –4* –4* –4* +4
effects increases by +1. Summer +2 +2 –2* –2* –2* +2
Autumn –2* –2* +2 +2 +2 –2*
Special Qualities: A seasonal creature retains all the special Winter –4* –4* +4 +4 +4 –4*
qualities of the base creature and gains those described here.
*Minimum 1.
Resistances (Ex): A seasonal creature gains energy resistance
based on the season, as follows. Skills: Do not recalculate the seasonal creature’s skills based on
its Intelligence changes. The seasonal creature gains a +2
Spring: The seasonal creature gains resistance 5 to circumstance bonus on Hide checks in natural environments
cold and fire. where its seasonal colors blend with the environment.
Summer: The seasonal creature gains resistance 5 to Challenge Rating: Same as the base creature +1.
electricity and fire.
Level Adjustment: Same as the base creature +1.
Autumn: The seasonal creature gains resistance 5 to
cold and electricity.
Winter: The seasonal creature gains resistance 10 to cold.
Seasonal Characters
A seasonal character favors the druid class. The seasonal template offers
Seasonal Change (Ex): A seasonal creature gains morale a wide range of roleplaying possibilities for a player character and offers
modifiers on certain saves based on the current season, as interesting new challenges with each new season. A GM who allows
follows. a seasonal PC should choose certain dates as the times for the seasons
Spring: The seasonal creature gains a +2 bonus on to change. Such days can be cause for great celebration and annual
saves against fear and a –2 penalty on saves against festivals of various kinds. Certainly the change from winter to spring
cold effects. would be reason enough for merriment, as the cares of winter are
forgotten and seasonal creatures look forward to the new year.
Seelie Creature
Hidden from sight in forests and fields are the Kingdoms of Faerie. Normal creatures dwelling in such green places often pass right
through the domain of the Seelie Court without suspecting that seelie creatures watch and follow their every move. Circles of stones or
rings of mushrooms serve as signposts for the seelie creatures that walk in the lands of mortal creatures, and the appearance of such signs
might hint that seelie creatures live nearby.
A seelie creature often appears superficially similar to a normal creature, but careful observation reveals that it has a lighter step and
sleeker form than a normal creature of its kind. Sometimes a seelie creature can be distinguished by the fact that it carries or wears a
strange flower from the Seelie Realm.
Seelie Creature
seelie creatures might abide on the Ethereal Plane, with its
Spell-Like Abilities: 3/day—dancing lights, ghost sound, silent
residents emerging only to defend their forests and fields.
image, speak with animals, speak with plants; 1/day—change
Such kingdoms are collectively known as the Seelie Realm.
self, magic mouth, quench, sleep. Caster level equals seelie
creature’s character level. The save DC is Charisma-based. Low-Light Vision (Ex): A seelie creature has low-light
vision and can see twice as far as a human in moonlight,
Special Qualities: The seelie creature retains all the base
starlight, torchlight, and other conditions of poor lighting.
creature’s special qualities and gains those described here.
Seelie Pact (Ex): A seelie creature that becomes evil loses
Charmed Life (Ex): A seelie creature gains a +4 luck
the seelie template and gains the unseelie template.
bonus on all saves against figment-based illusions and
compulsion effects. Seelie Sight (Ex): Seelie creatures can see ethereal creatures
and objects to the extent of their normal vision, low-light
Damage Reduction (Ex): A seelie creature has damage
vision, or darkvision, whichever provides the greatest
reduction 5/cold iron.
range. In addition, a seelie creature can identify an unseelie
Faerie Walk (Su): In a forest or field where living plants creature on sight, regardless of mundane or magical
thrive, a seelie creature can become ethereal as per the disguises Effects that prevent the seelie creature from
ethereal jaunt spell at will as a full-round action. It can remain seeing the unseelie creature (such as invisibility) prevent
ethereal for as long as it wishes, so long as it remains in a such identification.
forest or natural field of living plants, and it can return to
Abilities: Change from the base creature as follows: Dex +4, Int
the Material Plane as a free action. A seelie creature using
+2, Cha +4.
its faerie walk power cannot enter structures on the Material
Plane that were not built by a seelie creature, nor can they go Skills: A seelie creature gains a +2 luck bonus on Search and
underground or pass beyond the boundaries of forests and Spot checks and a +4 racial bonus on Heal, Survival, and
fields where living plants thrive. A seelie creature that crosses Knowledge (nature) checks. The seelie creature may use
into such forbidden areas ethereally immediately leaves the Knowledge (nature) as though trained even if it possesses
Ethereal Plane and becomes tangible on the Material Plane. no ranks in the skill.
In addition, a seelie creature that willingly crosses such a
Languages: If the seelie creature can speak, it gains the ability to
boundary while ethereal loses the ability to use faerie walk
speak Sylvan in addition to any other languages the base
for 1 week. Swamps, caverns, deserts, barren rock, and frozen
creature knows.
wastelands are the territory of the unclean unseelie, and cities
and mortal-made structures are too far removed from nature Environment: Any forests and the Ethereal Plane.
for this ability to work.
Challenge Rating: Same as the base creature +1.
A seelie creature can use its faerie walk ability to bring
another willing creature or a creature affected by its sleep Level Adjustment: Same as the base creature +3.
spell to the Ethereal Plane. The creature is subject to
the same constraints of movement as the seelie creature,
becoming material and losing the ability to travel to the
Seelie Characters
Ethereal Plane with a seelie creature for 1 week should it A seelie creature favors whichever class the base creature does.
Slithering Ooze
Creating a Slithering Ooze
“Slithering ooze” is an inherited template that can be added to any Full Attack: A slithering ooze fighting without weapons uses all
ooze (referred to hereafter as the base creature). its natural weapons when making a full attack. With its
pseudopodia attack, it may attempt one attack against every
A slithering ooze uses all the base creature’s statistics and special
creature within reach.
abilities except as noted here.
Damage: The base damage for each of the
Size and Type: Type is unchanged, but the
slithering ooze’s natural or weapon attacks increases
slithering ooze’s size increases by one
by one step, as given in the following table.
category over that of the base creature
(maximum Colossal). The size change can
affect AC, attack bonus, natural armor, Damage
Constitution, Strength, Dexterity, Hide Old Damage New Damage
checks, and grapple checks. Most of these
changes are noted in the following sections. 1 1d2
1d2 1d3
Speed: Each of a slithering ooze’s speeds is double the 1d3 1d4
corresponding speed of the base creature. If the base 1d4 1d6
creature lacks a climb speed, it gains a climb speed equal to 1d6 1d8
its highest speed. 1d8 2d6
Armor Class: The base creature’s size modifier to AC is replaced by 1d10 2d8
one based on the slithering ooze’s new size, as given in the 2d6 3d6
following table. In addition, its natural armor bonus increases 2d8 3d8
over that of the base creature by the amount indicated. 4d6 6d6
4d8 6d8
Armor Class Space/Reach: Because the slithering ooze’s body is a few inches
thick at most, it covers a vast area—a larger space than
New Size Natural Armor Bonus Change Size Modifier
usual for a creature its size, as given on the following table.
Diminutive +0 +4 However, it has a very short reach.
Tiny +0 +2
Small +0 +1 Space/Reach
Medium +0 +0
Large +2 –1 New Size New Space/Reach
Huge +3 –2 Diminutive 5 ft/ 0 ft.
Gargantuan +4 –4 Tiny 5 ft./0 ft.
Colossal +5 –8 Small 10 ft./0 ft.
Grapple: The slithering ooze’s size modifier on grapple checks Medium 15 ft./5 ft.
increases by +4 over that of the base creature. Large 20 ft./5 ft.
Huge 30 ft./5 ft.
Attack: The slithering ooze retains all the base creature’s attacks, Gargantuan 40 ft./5 ft.
and its weapon and armor proficiencies. Its bonus on attack Colossal 60 ft./5 ft.
rolls changes based on its new Strength modifier and its
new size modifier, as given on the following table. A slithering ooze can fit into any space, and its body is
as flowing and mutable as water. It takes no penalties for
squeezing into a space smaller than its own space rating, and
Attack it can pass through any hole, crack, or barrier through which
Slithering Ooze Size Size Modifier for Attacks liquid can pass.
Diminutive +4 Special Attacks: A slithering ooze retains all of the base creature’s
Tiny +2 special attacks except engulf and gains those described here.
Small +1
Flow (Ex): A slithering ooze can enter the space of
Medium +0
any creature, though doing so provokes an attack of
Large –1
opportunity as normal. Neither the slithering ooze nor the
Huge –2
other creature takes any penalty for fighting in the same
Gargantuan –4
space. Each provokes attacks of opportunity for movement
Colossal –8
normally.
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Pseudopodia (Ex): When making a full attack, a slithering Abilities: The slithering ooze’s abilities change based on its size, as
ooze may choose to make a single melee attack against shown in the chart below:
every foe it detects within reach. In addition, it can make
a number of attacks of opportunity equal to its Dexterity Abilities
score in a single round.
Old Size New Size Str Dex Con
Slick (Ex): An area covered by a slithering ooze functions
like an area covered by ice for the purpose of movement and Fine Diminutive +0 +6 +2
Slithering Ooze
Balance checks, and it counts as slippery for the purpose Diminutive Tiny +2 +6 +2
of Climb checks. See the skill descriptions in the PHB and Tiny Small +4 +6 +2
The Environment in the DMG for details. Furthermore, if Small Medium +4 +6 +2
the base creature has the engulf attack, the slithering ooze Medium Large +8 +6 +4
can make an attack of opportunity against any creature that Large Huge +8 +6 +6
rises from prone within its space. Huge Gargantuan +8 +4 +6
Gargantuan Colossal +8 +4 +6
Special Qualities: The slithering ooze retains all the base Colossal Colossal +0 +4 +2
creature’s special qualities and gains those described here.
Skills: If the slithering ooze gained a climb speed from the
Diminished Space/Reach (Ex): A slithering ooze does not application of this template, it receives a +8 racial bonus on
occupy a cube. Instead, it covers the area within its space like a Climb checks and can always choose to take 10 on Climb
spread, even sloughing up walls and around corners. A slithering checks, even if rushed or threatened.
ooze is considered to occupy all the squares its body covers in a
plane of 5-foot tall cubes, and it has a maximum vertical reach Feats: A slithering ooze gains Mobility as a bonus feat if the base
of 5 feet from where its body pools. If the slithering ooze is not creature did not already have it.
on a surface (when it is swimming underwater or flying, for Challenge Rating: Same as the base creature +1.
example), it naturally orients itself as a plane of ooze.
Level Adjustment: —
Smoke Creature
Smoke Creature
Some sages have speculated that a smoke creature is a kind of psychic reflection of an air creature that died of agonizing burns. The flaw
in this theory became apparent when it was learned that fiery smoke creatures also existed on the Elemental Plane of Fire. The current
theory is that smoke creatures are native to the Elemental Plane of Fire or to some as yet undiscovered intermediate plane between Air
and Fire. Whatever their origins, smoke creatures are coming to the Material Plane with greater frequency and in greater numbers than
ever before.
A smoke creature can be easily recognized by its ash-gray body and soot-black hair or feathers. Smoke constantly whirls and plays about
its body, concealing much of it from view.
Smoke creatures are deadly foes that use choking smoke to suffocate foes. They can flit about through smoky areas with disturbing
adroitness, and they enjoy using this ability to confound foes.
224
Solaric Creature
Some creatures are born under a lucky star. Good fortune follows them from birth throughout their days. Solaric creatures are similarly
blessed, although their good fortune has little to do with luck.
Solaric Creature
A solaric creature is born when conditions are right—perhaps on a night when planets are aligned or during an eclipse.
Parents of a solaric creature rarely know their child’s true nature. In most cases, they are simply proud to have such a talented and
exceptional child. As the child grows older and begins to display magical abilities, however, there can be little doubt of the supernatural
forces at work at its birth. The suspicion and superstition that such abilities usually breed often make solaric creatures pariahs among their
own kind.
Sonic Creature
Some say the Plane of Sound lies somewhere in the multiverse; others say it is all around us. Whatever its nature, the Plane of Sound
remains an obscure theory to most people. The most popular theory is that the Plane of Sound is transitive like the Ethereal Plane, but
even more expansive—since noise occurs on all planes, the transitive Plane of Sound must extend through every plane. If this theory is
true, the Plane of Sound should provide the means to travel anywhere in the multiverse. A transitive plane that reaches all other planes
might seem preposterous, but the existence of sonic creatures lends some credence to this idea.
Sonic creatures are invisible and incorporeal beings that can be found on any plane. They take the form of normal creatures, but they are
made entirely of sound, and many scholars believe that these beings were somehow influenced by the Plane of Sound.
Most sonic creatures aren’t adventuring wizards who gained their sound forms during quests for the Plane of Sound; indeed, few sonic
creatures can explain how they came to consist only of noise. But this mystery doesn’t deter those who are dedicated to the concept of a
Plane of Sound. They theorize that the Plane of Sound has vortices connecting with the Material Plane that catch creatures unawares,
bringing them to the Plane of Sound without their knowledge. Once they are there, their corporeal forms are transformed into sonic
ones, much like creatures on the Ethereal Plane can sometimes become ethereal. The truth of this theory has yet to be determined.
Though it is invisible and intangible, a sonic creature constantly makes a terrible noise. This sound could range from a deep hum to a
high-pitched keening to a cacophonous racket like that of armor thrown down the stairs. Sometimes the noise a sonic creature makes is
somehow related to its corporeal life. A particularly cruel sonic creature’s sound might make be a babble of every mean and spiteful thing
it ever said, and a birdlike sonic creature might sound like a riotous flock of thousands of birds. All such sounds are obviously unnatural,
226 and most are quite disturbing.
Sonic creatures feed on sounds similar to those they made as corporeal creatures. Thus, a sonic yeth hound might be drawn to follow its
old pack, but it might also linger near a wolf or worg pack, feeding off the noises those creatures make. Alternatively, a sonic creature
particularly keen on music might seek out bards to feed upon. Sonic creatures must feed on sounds like those they once made for a full
day at least once per week or begin to starve. A starving sonic creature often terrifies and wounds creatures in order to force them to
make the sounds it needs, or to feast off their screams. Corporeal creatures find pursuit by a sonic creature eerie at best. Some think their
pursuer a ghost; others are simply terrified of the noise it makes.
Like most living beings, sonic creatures must sleep regularly. As incorporeal creatures, they have little to fear from foes while they sleep, but
Sonic Creature
most still choose to sleep high in the air or deep within the earth, lest they be disturbed by curious or frightful creatures. Such practices make
following a food source for long periods difficult and often force sonic creatures to cast about for new creatures to feed from.
227
Special Attacks: The sonic creature loses all special attacks that Invisibility (Ex): Sonic creatures are naturally invisible;
require corporeal contact, except those that dealt hit point they have no visible solid form. Spells or effects that reveal
damage. Such attacks now deal sonic damage in the same invisible creatures reveal the sonic creature as a glasslike,
amounts. The sonic creature also gains the special qualities transparent version of the base creature. The sonic creature
described here. A sonic creature cannot cast spells that does not normally have access to gaze attacks and other
require material components unless it has the Eschew effects that require other creatures to see it, but it may use
Materials feat. such attacks against creatures using magic to render the
sonic creature visible.
Sonic Creature
Sonic Creature
Speed: Fly 60 ft. (perfect) (12 squares)
Armor Class: 13 (–1 size, +3 Dex, +1 deflection), touch 13, flat-
footed 10
Base Attack/Grapple: +6/+15
Attack: Incorporeal touch +8 melee (2d8 sonic)
Full Attack: Incorporeal touch +8 melee (2d8 sonic) and 1d4
incorporeal touches +3 melee (1d6 sonic)
Space/Reach: 10 ft./5 ft.
Special Attacks: Howl, sonic trample, wounding sound
Special Qualities: Breathless, darkvision 60 ft., elemental traits,
improved blindsight 60 ft., incorporeal traits, invisibility,
silence vulnerability, sonic immunity
Saves: Fort +7, Ref +8, Will +7
Abilities: Str —, Dex 17, Con 15, Int 6, Wis 14, Cha 8
Skills: Climb +9, Hide +8, Listen +23, Move Silently –3, Search
+7, Spot +13, Survival +2 (+4 following tracks)
Feats: Alertness, Combat Reflexes, Improved Initiative
Environment: Any
Organization: Solitary, pair, gang (3–4), or pack (6–10)
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 7–9 HD (Large); 11–18 HD (Huge)
Level Adjustment: +10
Sonic Trample (Ex): DC 16 Reflex save, 2d8 sonic damage; see
Here is an example of a sonic creature using a howler as the base
the sonic creature template.
creature.
Wounding Sound (Ex): DC 15 Fortitude save; see the sonic
A sonic howler sounds like the yips, yowls, howls, growls, whines,
creature template.
barks, and bays of a score of wolves. If the viewer can see invisible
creatures, it looks like a moving sculpture of glass in the form of Breathless (Ex): See the sonic creature template.
a large and lanky hound with demonic features and huge spikes
Elemental Traits: A sonic howler has immunity to poison, sleep
growing from its back.
effects, paralysis, and stunning. It is not subject to critical hits or
A sonic howler hungers for the screams of terror and woe that its flanking. It cannot be raised, reincarnated or resurrected (though a
corporeal presence once elicited from other creatures. Secure in the limited wish, wish, miracle, or true resurrection spell can restore life).
knowledge that it cannot be seen and can flee into solid objects Darkvision 60 ft.
when necessary, a sonic howler typically uses its howls outside a
Improved Blindsight (Ex): See the sonic creature template.
settlement for several nights, and then for many hours on the last
night. At that point, it creeps in close to howl again and invoke Incorporeal Traits: A sonic howler is harmed only by other
frightened screams from its victims. This noise satisfies the sonic incorporeal creatures, magic weapons, spells, spell-like abilities, and
howler, and it ceases its predations for a time unless the people of supernatural abilities. It has a 50% chance to ignore any damage
the settlement set out to hunt it. In that case, the howler makes an from a corporeal source, except for force effects or attacks made
example of a hunting party or two in hopes of cowing the others. with ghost touch weapons. It can pass through solid objects, but
If the sonic howler’s howls fail to result in terrified screams, it not force effects, at will. Its attacks ignore natural armor, armor,
enters the settlement to kill everyone within, eliciting countless and shields, but deflection bonuses and force effects work normally
screams of terror. against them. An incorporeal creature always moves silently and
cannot be heard with Listen checks if it doesn’t wish to be.
Sonic howlers understand Abyssal but speak no language.
Invisibility (Ex): See the sonic creature template.
Combat Sonic Immunity (Ex): See the sonic creature template.
In combat, sonic howlers use a combination of melee attacks and
sonic trample attacks to devastate foes. They make full use of their Silence Vulnerability (Ex): See the sonic creature template.
incorporeal natures, fleeing into solid objects when badly wounded. Skills: As a master of sound, a sonic creature gains a +10 racial
Howl (Ex): Any creature other than an outsider that is within bonus on Listen checks, and it never takes a penalty on Listen
hearing range of a sonic howler for a full hour must succeed on checks because of ambient noise or its own cacophony. Unlike
a DC 12 Will save or take 1 point of Wisdom damage. The save most incorporeal creatures, a sonic creature cannot move silently
DC is Charisma-based. The save must be repeated for each hour of at will. Its body always makes a telltale humming or keening noise,
exposure. Howl is a sonic mind-affecting effect. which gives it a –15 penalty on Move Silently checks.
229
Stone Idol
Hidden beneath a silken cloth and carried on the shoulders of priests, a stone idol can send a frisson of fear through an audience with its
mere presence. When the cloth is removed, those nearby rush to worship it, feeling its power in their very souls. When at last its gaze has
turned all their fear into love, the stone idol speaks, answering the high priest’s questions about what its people must do. Finally, when the
moment is right, the idol moves upon the high priest’s command, to the rapturous joy of the congregation.
Stone idols are constructs that grant their creators power, prestige, and control over others. Crafted to resemble gods, monstrous creatures,
Stone Idol
or even heroic individuals, stone idols are used in worship services and to gather cults of both the faithful and the fanatical. The idols’
masters must be forever wary, however, since the worship of others sometimes leads stone idols to share their masters’ hunger for power.
Stone Idol
stone idol often seeks to destroy its creator before pursuing
any other activities. Thereafter, it seeks to keep as many Stone idols are created in the same manner as golems. Because a stone
intelligent creatures charmed by its gaze as it can while idol is composed of stone, it weighs three times what the base creature
pursuing its own agenda. does. Creating the stone idol costs 1,500 gp × the stone idol’s CR.
Assembling the body requires successful DC 20 Craft (sculpting or
Sonic Vulnerability (Ex): A stone idol takes double damage masonry) check and the Craft Construct feat (see the MM).
from sonic energy on a failed save and half damage on
a successful save. If the base creature is immune to sonic The creator must have a character level that equals or exceeds 4 + stone
energy, the stone idol takes no damage, but it is dazed for 1 idol’s CR and be able to cast either arcane or divine spells. Completing
round on a failed save against any sonic attack. the ritual drains a number of XP equal to the stone idol’s creation cost
divided by 25, and it requires the spells charm monster, cause fear, geas/
Abilities: Change from the base creature as follows: Str +4, Dex quest, limited wish, polymorph any object, and resist elements.
–2 (minimum 1), Wis –2 (minimum 1), Cha –4 (minimum
1). In addition, the stone idol’s Intelligence score becomes 6,
regardless of its previous value. As a construct, a stone idol Stone Idol Characters
has no Constitution score. A stone idol favors whichever class the base creature does.
Creating a Suzerain
“Suzerain” is an acquired template that can be added to any or hear it gains a +2 morale bonus on all attack and damage
intelligent creature with a Charisma score of 1 or higher (referred rolls, checks, and saves so long as the suzerain is alive (or not
to hereafter as the base creature). destroyed, if it is an undead or a construct).
A suzerain creature uses all the base creature’s statistics and Stirring Speech (Su): As a standard action, a suzerain
special abilities except as noted here. creature can inspire greatness in its allies, granting
them extra fighting capability. The suzerain can
Speed: Each of the suzerain’s speeds increases by
target one ally plus one for every 3 character levels it
+10 feet over the corresponding speeds of the
possesses. To inspire greatness, a suzerain must say a
base creature.
few inspiring words (or sounds, if it is incapable of
Special Attacks: A suzerain retains all the base speech), and the targeted allies must hear them. The
creature’s special attacks and gains those effect lasts for 5 rounds.
described here.
A creature inspired with greatness gains 2 bonus Hit Dice
Born to Lead (Ex): So long as another free-willed servant (d10s), the commensurate number of temporary hit points
of the suzerain is within sight and capable of witnessing its (apply the target’s Constitution modifier, if any, to these
actions, the suzerain has a +4 morale bonus to AC, attacks, bonus Hit Dice), a +2 competence bonus on attack rolls, and
damage rolls, checks, and saves. Mounts, familiars, animal a +1 competence bonus on Fortitude saves. The bonus Hit
companions, and trained animals do not count as free-willed Dice count as regular Hit Dice for determining the effects
creatures for the purpose of this bonus, but cohorts and of spells such as sleep. Inspire greatness is a mind-affecting
followers the suzerain has gained via the Leadership feat do ability. The suzerain can use this ability a number of times
count. per day equal to its Charisma bonus.
Enchanting Presence (Su): The first time a creature other than Abilities: Change from the base creature as follows: Int +4, Wis
a PC comes within 30 feet of the suzerain, its attitude toward +4, Cha +6.
the suzerain shifts one category toward the
Skills: A suzerain gains a +6 racial bonus on
positive, if it was not initially hostile.
all Diplomacy and Intimidate checks.
Thus, unfriendly creatures become
indifferent, indifferent creatures Feats: A suzerain gains Leadership
become friendly, and friendly (creature HD count as levels
creatures become helpful. This for the purpose of the suzerain
shift can be further modified by
the suzerain’s actions, or it might
change over time naturally. The
creature must be able to see, hear,
or otherwise notice the suzerain
to be affected. Enchanting
presence is a mind-affecting
enchantment effect. PCs are
unaffected by this ability.
Special Qualities: A suzerain retains all
the base creature’s special qualities
and gains those described here.
Dauntless Courage (Ex): A suzerain
is immune to fear. In addition, any
allies within 30 feet that view
the suzerain as their leader are
immune to fear effects.
Inspiring Example (Ex):
Each ally within 60 feet of
232 the suzerain that can see
creature’s Leadership score) as a bonus feat if the base
creature did not already have it Suzerain Characters
Organization: Solitary plus cohort and followers. A suzerain character favors whichever class the base creature does.
Consider granting this template temporarily to a cleric, paladin, or
Challenge Rating: Same as the base creature +1. other character devoted to a god as the deity’s blessing for a great
Level Adjustment: Same as the base creature +4. service or as an answer to desperate prayers.
Swamp Lord
Large Animal
Combat
Hit Dice: 8d8+24 (60 hp)
A suzerain dire lion fearlessly leads the charge into battle. With a
Initiative: +2
terrible roar that frightens most enemies, it heartens its allies and
Speed: 50 ft. (8 squares)
tears into foes with an awful ferocity.
Armor Class: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-
footed 13 Born to Lead (Ex): See the suzerain template.
Base Attack/Grapple: +6/+17
Enchanting Presence (Su): See the suzerain template.
Attack: Claw +13 melee (1d6+7)
Full Attack: 2 claws +13 melee (1d6+7) and bite +7 melee (1d8+3) Improved Grab (Ex): To use this ability, a suzerain dire lion must
Space/Reach: 10 ft./5 ft. hit with its bite attack. It can then attempt to start a grapple as a
Special Attacks: Born to lead, enchanting presence, improved free action without provoking an attack of opportunity. If it wins
grab, pounce, rake 1d6+3 the grapple check, it establishes a hold and can rake.
Special Qualities: Dauntless courage, inspiring example, low-light
vision, scent, stirring speech Pounce (Ex): If a suzerain dire lion charges, it can make a full
Saves: Fort +9, Ref +8, Will +9 attack, including two rake attacks.
Abilities: Str 25, Dex 15, Con 17, Int 6, Wis 16, Cha 16 Rake (Ex): Attack bonus +12 melee, damage 1d6+3.
Skills: Diplomacy +9, Hide +2*, Intimidate +9, Listen +9, Move
Silently +5, Spot +9 Dauntless Courage (Ex): See the suzerain template.
Feats: Alertness, LeadershipB, Run, Weapon Focus (claw) Inspiring Example (Ex): See the suzerain template.
Environment: Warm plains Stirring Speech (Su): 3/day, 3 allies; see the suzerain template.
Organization: Solitary plus cohort and followers (see below)
Challenge Rating: 6 Cohort and Followers: The suzerain dire lion has a leadership
Treasure: None score of 11 (8 character levels, +3 Charisma bonus, +1 for special
Alignment: Always neutral power, –1 for moving around a lot). This score grants it a 7th-level
Advancement: 9–16 HD (Large); 17–24 HD (Huge) cohort and six 1st-level followers. This suzerain dire lion’s cohort is
Level Adjustment: — a 7th-level human druid with a lioness for an animal companion.
The suzerain dire lion allows his cohort to ride him when not in
Here is an example of a suzerain using a dire lion as the base battle and treats the lioness as if she were his mate. Seven 1st-level
creature. human druids make up the suzerain dire lion’s cadre of followers.
Suzerain dire lions are beautiful to look upon, and their presence Each has a camel as an animal companion, and the camels serve
and charisma is undeniable. Atop this immense lion’s long, regal as mounts for crossing the savanna. Although the humans are
mane, spiky ridges of bone project from its brow like a crown. Its more intelligent than their leader, they have a deep respect for the
15-foot-long body is covered in lustrous, tawny fur. suzerain dire lion’s instincts and the power of his spirit, and they
rely on him to make all important decisions.
A suzerain dire lion is almost never found alone. It typically leads a
group of other creatures that recognize its authority and are willing Skills: A suzerain dire lion has a +4 racial bonus on Hide
to die for it if needed. and Move Silently checks and a +6 bonus on Diplomacy and
Intimidate checks. *In areas of tall grass or heavy undergrowth, the
A suzerain dire lion understands Common but cannot speak. Hide bonus improves to +8.
Swamp Lord
A marsh inhabited by a swamp lord is always a dangerous place, thick with entangling vines and sucking quicksand, and it quickly gains
a dark reputation throughout the nearby lands. Sometimes, the geography of such a swamp changes overnight, becoming unfamiliar even
to longtime neighbors and inhabitants. Worse still, such places are often sucking graveyards that hide the bones of victims drowned,
suffocated, or strangled by the swamp lords that hold sway there.
A swamp lord is an evil plant creature that inhabits a fen or quagmire. Its body—a mass of vines, moss, and pond scum—gives it excellent
camouflage for moving about its domain. The swamp feeds and cares for the swamp lord, and the creature guards this resource jealously.
A swamp lord always seeks to be the dominant power in the watery land it inhabits. It demands the allegiance of any thinking beings
that live in its domain and harries those who refuse its suzerainty until they leave.
233
Creating a Swamp Lord
“Swamp lord” is an inherited template that can be applied to any hold its breath or suffocate if it is an air-breather. It can
living, corporeal creature whose Intelligence and Charisma scores escape with a successful grapple or Escape Artist check,
are each at least 3 (hereafter referred to as the base creature). but upon exiting, it is considered grappled by the swamp
lord if the latter wishes and is not already grappling as
A swamp lord uses all of the base creature’s statistics and special
many other creatures as it can. The swamp lord is not
abilities except as noted here.
Swamp Lord
Armor Class: The swamp lord’s natural armor bonus improves by 1–2 Entangle 2/day, obscuring mist 2/day
+2 over that of the base creature. 3–4 Warp wood 2/day
5–6 Fog cloud 1/day, soften earth and stone 1/day
Attack: The swamp lord retains all the base creature’s attacks, and 7–8 Plant growth 1/day, quench 1/day
its weapon and armor proficiencies. These attacks retain 9–10 Command plants 1/day
the same primary or secondary status they had for the base 11–12 Control water 1/day
creature. Furthermore, the swamp lord gains two tentacle 13–14 Wall of thorns 1/day
attacks. If it has other natural attacks, it must choose upon 15–16 Move earth 1/day
creation whether the tentacles are primary or secondary 17–18 Control plants 1/day
attacks. It cannot thereafter change that decision. 19–20 Shambler 1/day
Damage: The base damage for the tentacle attacks granted by Special Qualities: A swamp lord retains all the base creature’s
this template is as given on the following table. special qualities and gains those described here.
Amphibious (Ex): A swamp lord can breathe both
Damage air and water with equal ease.
Size Tentacle Base
Commune with Marshlands (Su): At will, the swamp
Damage
lord can learn facts about any marsh it is in, and the
Fine 1 surrounding territory, as though it had cast commune
Diminutive 1d2 with nature.
Tiny 1d3
Marsh Fast Healing (Su): While in a marsh, a swamp lord
Small 1d4
has fast healing 5.
Medium 1d6
Large 1d8 Resistance to Energy (Ex): A swamp lord has resistance 10
Huge 2d6 to electricity, sonic, and fire.
Gargantuan 2d8
Trackless Step (Ex): A swamp lord leaves no trail in natural
Colossal 4d6
surroundings and cannot be tracked. It may choose to
Reach: Each of the swamp lord’s tentacle attacks has a reach 5 leave a trail if it desires.
feet longer than the base creature’s normal reach.
Abilities: Change from the base creature as follows: Str +4, Dex
Special Attacks: A swamp lord retains all the base creature’s –2 (minimum 1), Con +4.
special attacks and gains those described here.
Skills: Recalculate the swamp lord’s skill points for its racial Hit
Constrict (Ex): A swamp lord deals automatic tentacle Dice according to the following formula (2 + Int modifier) x
damage with a successful grapple check. (HD +3). Then spend its skill points afresh, treating the base
creature’s skills as class skills and all others as cross-class skills.
Engulf (Ex): A swamp lord not wearing armor or other
garments can make a grapple check to absorb any creature A swamp lord has a +5 racial bonus on Knowledge
up to one size category smaller than itself that it is already (nature), Listen, Move Silently, Spot, and Survival
grappling. On a success, the creature is drawn inside the checks, and a +10 racial bonus on Escape Artist checks.
swamp lord’s body. An engulfed creature is considered Furthermore, a swamp lord may use Knowledge (nature) as
grappled and automatically takes constrict damage each though trained. *When in a marsh or woodland, it gains a
round. The engulfed creature lacks air to breathe and must +10 racial bonus on Hide checks.
234
Changing the Swamp Lord Template
The swamp lord template can be applied to nearly any creature. The Intelligence and Charisma requirements can be ignored,
or the template can be applied to creatures that lack high scores in those abilities and grant substantial increases to them.
The template could avoid changing the creature’s type, or it could change a creature’s type to something else, such as undead.
Swamp Lord
If the swamp lord gained a climb speed from the Environment: Any marsh.
application of this template, it has a +8 racial bonus on
Challenge Rating: Same as the base creature +2.
Climb checks and can always choose to take 10 on a
Climb check, even if rushed or threatened. If the swamp Alignment: Often neutral evil.
lord gains a swim speed from the application of this
template, it has a +8 racial bonus on any Swim check Level Adjustment: Same as the base creature +6.
to perform some special action or avoid a hazard. It
can always choose to take 10 on a Swim check, even if
distracted or endangered. It can use the run action while
Swamp Lord Characters
swimming, provided it swims in a straight line. If the base creature favored a class rather than advancing by Hit
Dice, its favored class changes to druid. Otherwise, the swamp
Feats: A swamp lord gains Track as a bonus feat if the base lord favors whichever class the base creature does.
creature did not already have it.
A swamp lord barghest is a marsh creature from the lower planes. Constrict (Ex): See the swamp lord template.
Accustomed to the deadly swamps of the Hell and the Abyss, Engulf (Ex): See the swamp lord template.
swamp lord barghests consider the marshes of the Material Plane
nothing short of paradise. Feed (Su): When a swamp lord barghest slays a humanoid
opponent, it can feed on the corpse, devouring both flesh and life
In its natural form, a swamp lord barghest has a body made of force, as a full-round action. Feeding destroys the victim’s body
moss, swamp slime, and vines. It has two legs, and its two arms and prevents any form of raising or resurrection that requires part 235
of the corpse. There is a 50% chance that a wish, miracle, or true warp wood (DC 14); 1/day—charm monster (DC 16), crushing
resurrection spell can restore a devoured victim to life. Check once despair (DC 16), dimension door, fog cloud, soften earth and stone.
for each destroyed creature. If the check fails, the creature cannot Caster level 6th. The save DCs are Charisma-based. As the
be brought back to life by mortal magic. swamp lord barghest gains HD due to feeding, it gains more
spell-like abilities; see the swamp lord template.
A swamp lord barghest advances in Hit Dice by consuming
corpses in this fashion. For every three suitable corpses it Amphibious (Ex): See the swamp lord template.
devours, it gains 1 Hit Die, and its Strength, Constitution, and
Change Shape (Su): A swamp lord barghest can assume the
natural armor each increase by +1. Its attack bonus and saves
Swamp Lord
Greater Swamp
Lord Barghest
A swamp lord barghest
that reaches 9 Hit Dice
through feeding becomes a
greater swamp lord barghest. At this
point, it can change shape into a goblinoid
creature of Large size (about 8 feet tall and 400
pounds) or a dire wolf. In goblinoid form, a greater swamp
lord barghest cannot use its natural weapons but can wield
weapons and wear armor. In dire wolf form, it loses its claw
attacks but retains its bite attack. A greater swamp lord barghest
can reach a maximum of 18 Hit Dice through feeding.
Spell-Like Abilities: In addition to the spell-like abilities all
swamp lord barghests possess, a greater swamp lord barghest
gains the following abilities: At will—invisibility sphere;
1/day—mass bull’s strength, mass enlarge. Caster level equals the
greater barghest’s character level.
236
Thunder Child
A thunder child is the essence of a summer storm given physical form. On the Elemental Plane of Air, thunder children live and frolic in
storm fronts a thousand miles wide. They tend to be short-tempered and impatient but mentally astute and perceptive. Thunder children
are quick to anger and quick to action, but a natural wariness saves them from getting into too much trouble. Thunder children have a
cruel streak, and many enjoy lashing out with lightning without provocation.
Thunder Child
A thunder child’s body is the color of clouds heavy and dark with rain, and lightning crackles about its form. When it takes gaseous form,
it appears as a lightning-laden storm cloud.
Electric Grapple (Ex): Any creature grappling a thunder Challenge Rating: Same as the base creature +2.
child takes 2d6 points of electricity damage each round Alignment: Often chaotic evil.
that the grapple is maintained.
Level Adjustment: Same as the base creature +6.
Electricity (Ex): Each of a thunder child’s natural melee
attacks and attacks with metallic melee weapons deals
+1d6 points of electricity damage. Thunder Child Characters
Spell-Like Abilities: 3/day—fog cloud, gaseous form, sound A thunder child favors whichever class the base creature does.
burst. Caster level equals thunder child’s character level. Thunder children tend to be tempestuous and quick to violence,
The save DCs are Charisma-based. A thunder child may but they also have a wandering nature that lends itself well to
adventuring.
237
- Sample Creature: Thunder Child Storm Giant -
Huge Elemental (Air, Augmented Giant, Extraplanar) air around it crackles with electricity as arcs of lightning shoot
from its body to nearby objects and creatures.
Hit Dice: 19d8+114 (199 hp)
Initiative: +8 Thunder child storm giants speak Aquan, Auran, Common, Giant,
Speed: 70 ft. (14 squares), swim 60 ft. (12 squares) in breastplate; Ignan, and Terran.
base speed 100 ft., swim 80 ft.
Thunder Child
Time Seer
Time seers are both born and made. Some creatures seem gifted (or cursed) with time seer powers from birth; others gain their visions by
accident or design, often much to their dismay.
players can then decide with the template is a blessing or a curse, and either take steps to cure the affected character or guard
her from the attentions of others who desire her power.
of a trickster deity. The waters from a certain well in the deity’s Now Kethane wanders the world in the form of a large dog or
palace were reputed to give drinkers the power to see the future, wolf. He is easily recognizable because he lacks a right eye in all of
and although Kethane did not seek to drink from the well as his forms, with ugly scar tissue covering the socket.
greedier creatures would, he found himself forced to hide there and
Kethane offers his wisdom and knowledge of future events to
inadvertently tasted the water.
other creatures according to some design that only he understands.
Some time later, his compatriots found Kethane in the well. Barely Though Kethane never reveals his nature or his knowledge, he
conscious and half drowned, he ranted and raved incoherently, sometimes acts in small ways to guide events toward the end he
answering some of his friends’ questions before they uttered them believes is proper. He never remains in one place or travels with
but offering no response to questions they had asked minutes one creature for long, since his celestial brethren are still seeking
earlier. The situation did not improve after Kethane returned him, and he wishes to avoid their ministrations.
home. At one point, in a vain attempt to blind himself to future
events, Kethane clawed out his right eye. The celestials attempted Combat
many times to cure Kethane’s madness, but before they could find
the proper spell or quest that would grant him sanity, he fled to the Kethane avoids direct involvement in conflict, but he relishes
Material Plane. witnessing the kinds of battles between good and evil that he used
to participate in on an almost daily basis. If forced to fight, he
takes hound archon form and battles foes using his greatsword and
bite attack.
Kethane’s natural weapons, and any weapons he wields, are
treated as good- and lawful-aligned for overcoming damage
reduction.
Preternatural Knowledge (Ex): See the time seer template.
Spell-Like Abilities: At will—aid, augury, continual flame, detect
evil, message; 1/day—true strike, vision. Caster level 6th. To use any
of these abilities, Kethane must make a successful Concentration
check (DC 10 + spell level).
Aura of Menace (Su): Any hostile creature within a 20-foot
radius of Kethane must succeed on a DC 16 Will save or take a
–2 penalty on attack rolls, AC, and saves for 24 hours or until
it successfully hits Kethane. A creature that has resisted or
broken the effect cannot be affected again by Kethane’s aura
for 24 hours. The save DC is Charisma-based and includes
a +2 racial bonus.
Change Shape (Su): Kethane can assume any canine
form of Small to Large size. While in canine form,
he loses his bite, slam, and greatsword attacks but
gains the bite attack of the chosen form. For the
purpose of this ability, canines include any doglike
or wolflike creatures of the animal type.
Conflicted Vision (Ex): See the time seer template.
Uncanny Dodge (Ex): See the time seer template.
Skills: Kethane has a +5 racial bonus on Knowledge and
Search checks, and a +5 racial bonus on Spellcraft checks made
to identify spells as they are being cast. He takes a –5 penalty on
Concentration, Sense Motive, and Spot checks. *While in
canine form, Kethane gains a +4 circumstance bonus
on Hide and Survival checks.
240
Transforming Construct
Transforming Construct
Made mutable to adapt to their masters’ changing needs, transforming constructs seem like typical examples of beings created with equal
parts of craft and magic. Their seemingly normal outward appearance disguises a potent power to change shape and undertake a wealth
of different tasks. A transforming construct has limitless utility, and those who specialize in the manufacture of constructs often seek the
secrets of their creation most avidly.
Transforming constructs come in six different varieties according to their alternate forms: bipedal, climber, digger, flyer, roller, and
swimmer. These forms are defined as follows.
• Bipedal: When the transforming construct takes on bipedal form, parts of its body become legs, and other parts become arms
with grasping hands.
• Climber: When the transforming construct takes on climber form, any legs it possesses are split into a half-dozen spiderlike
limbs. If it lacks legs, part of its main body mass instead splits open and becomes legs.
• Flyer: When the transforming construct takes on flyer form, it loses any legs or wheels it originally had and gains wings.
• Digger: When the transforming construct takes on digger form, it loses any arms it has, and its torso becomes a great drill.
• Roller: When the transforming construct takes on roller form, it loses any legs and arms it possesses and gains great rollers for
movement.
• Swimmer: When the transforming construct takes on swimmer form, its shape becomes more streamlined, and its lower body
transforms into a large propeller.
two slam attacks if it did not already have them. In base creature’s special qualities. In its alternate form, the
addition, it can wield weapons and it is proficient with transforming construct loses any special qualities that
two that are given in its attack entry. depend on limbs it no longer has and gains those described
here.
Digger: The transforming construct gains a deadly gore
attack with its drill in digger form. Alternate Form (Su): A transforming construct can take
an alternate form as a standard action. The specific form is
Roller: A transforming construct in roller form gains a
chosen when the template is applied and cannot thereafter
single slam attack, which it makes by ramming into
be changed. A transforming construct retains its hit points
a foe.
in when it changes forms, and it can remain in alternate
Swimmer: In swimmer form, the transforming construct form indefinitely. True seeing or similar magic reveals the
gains a bite attack if it did not already have one. transforming construct’s many forms simultaneously.
Damage: If the transforming construct gained an attack from the Tremorsense (Ex): A transforming construct in digger
application of this template, its base damage is as given on form can sense the locations of all creatures or objects in
the following table. contact with the ground within 60 feet so long as it remains
in contact with the ground. For more information on the
tremorsense ability, see the MM.
Damage
Abilities: Change from the base creature (in all forms) as follows:
Size Slam Base Gore Base Bite Base
Str +2.
Damage Damage Damage
Skills: A transforming construct gains bonuses on certain skill
Fine — 1d2 1
checks according to its alternate form, as follows.
Diminutive 1 1d3 1d2
Tiny 1d2 1d4 1d3 Climber: A transforming construct in climber form receives
Small 1d3 1d6 1d4 a +8 racial bonus on Climb checks and can always
Medium 1d4 1d8 1d6 choose to take 10 on Climb checks, even if rushed or
Large 1d6 2d6 1d8 threatened.
Huge 1d8 2d8 2d6
Gargantuan 2d6 4d6 2d8 Flyer: A transforming construct in flyer form has a +4
Colossal 2d8 4d8 4d6 competence bonus on Spot checks.
Swimmer: A transforming construct in swimmer form has
Special Attacks: A transforming construct retains all the base a +8 racial bonus on any Swim check to perform
creature’s special attacks. In its alternate form, it loses any some special action or avoid a hazard. It can always
special attacks that depend on limbs it no longer has and choose to take 10 on a Swim check, even if distracted
gains those described here. or endangered. It can use the run action while
Alternate Attack: The exact attacks that the transforming swimming, provided it swims in a straight line.
construct gains depend on its alternate form, as follows. Feats: While in its alternate form, the transforming construct
Digger: Dire Charge (Ex): When the transforming gains the indicated bonus feats assuming that the base
construct charges, it deals double damage with a creature does not already have them.
successful gore attack. Bipedal: Two-Weapon Fighting.
Roller: Trample (Ex): The transforming construct can Climber: Skill Focus (Climb).
trample foes up to one size category smaller than
itself. This attack follows the normal rules for Digger: Toughness.
trample attacks as described in the MM. The base
Flyer: Fly-by Attack.
damage depends on its size, as given in the following
table, and it adds 1-1/2 times its Strength bonus, if Swimmer: Weapon Focus (bite).
any.
Challenge Rating: Same as the base creature with one alternate
form; same as the base creature +1 with two or three
Trample alternate forms; same as the base creature +2 with four to six
Size Trample Base Damage alternate forms.
Diminutive 1d2 Level Adjustment: Same as the base creature +2 for each
Tiny 1d3 application of the template.
Small 1d4
Medium
Large
1d6
1d8
Transforming Construct Characters
Huge 2d6 Most constructs are not playable characters, but if it the base
Gargantuan 2d8 creature has a level adjustment, the transforming construct favors
Colossal 4d6 whichever class the base creature does.
242
Transforming Construct
- Sample Creature: Transforming Colossal Animated Object -
Galleon Form Swimmer Form
Colossal Construct (Shapechanger) Colossal Construct (Shapechanger)
Hit Dice: 32d10+80 (256 hp) Hit Dice: 32d10+80 (256 hp)
Initiative: –3 Initiative: –3
Speed: 10 ft. (2 squares); 20 ft. legs, 30 ft. multiple legs, 50 ft. Speed: 5 ft. (1 square), swim 20 ft.
wheels Armor Class: 11 (–8 size, –3 Dex, +12 natural), touch –1, flat-
Armor Class: 11 (–8 size, –3 Dex, +12 natural), touch –1, flat- footed 11
footed 11 Base Attack/Grapple: +24/+51
Base Attack/Grapple: +24/+51 Attack: Bite +28 melee (4d6+11)
Attack: Slam +27 melee (4d6+16) Full Attack: Bite +28 melee (4d6+11) and slam +22 melee
Full Attack: Slam +27 melee (4d6+16) (4d6+5)
Space/Reach: 30 ft./30 ft. Space/Reach: 30 ft./30 ft.
Special Attacks: Blind, constrict 4d6+16 Special Attacks: Dire charge
Special Qualities: Alternate forms, construct traits, darkvision 60 Special Qualities: Alternate forms, construct traits, darkvision
ft., hardness 5, low-light vision 60 ft., hardness 5, low-light vision
Saves: Fort +10, Ref +7, Will +5 Saves: Fort +10, Ref +7, Will +5
Abilities: Str 32, Dex 4, Con —, Int —, Wis 1, Cha 1 Abilities: Str 32, Dex 4, Con —, Int —, Wis 1, Cha 1
Skills: — Skills: Swim +19
Feats: — Feats: Weapon Focus (bite)
Environment: Any Environment: Any
Organization: Solitary Organization: Solitary
Challenge Rating: 11 Challenge Rating: 11
Treasure: None Treasure: None
Alignment: Always neutral Alignment: Always neutral
Advancement: — Advancement: —
Level Adjustment: — Level Adjustment: — 243
Using the Transforming Construct Template
Transforming Construct
This template offers a way to add zest and surprise to a construct by allowing it to take another shape. For example, a
transforming flesh golem could leap into the water and set its legs to spinning around like a propeller while its face opens to
reveal sharklike jaws. Or a transforming iron golem could spread its legs into wings and soar into the air. Or a transforming
shield guardian could change its legs to wheels and crush enemies even as it speeds away. This template can also be applied to a
construct more than once, allowing it to take multiple forms.
The template uses some broad language so that you have some latitude to interpret how it should be applied to the particular
construct you have chosen. If you need an idea or for some reason find yourself at a loss as to how the template should be
applied, review the quadrupedal and bipedal templates for rules on changing a creature’s form. You might even want to put your
construct through one of these two templates first.
If you allow players to create transforming constructs or want to be stringent about how NPCs do so, add 2,000 gp per
alternate form to the cost of a transforming construct and increase the Craft DCs by +1 per new form. If you create a
transforming animated object using the animate object spell, each new form counts as two Small objects toward the spell’s
limitations.
Unholy Creature
unholy creature brings a chill to the souls of creatures whose hearts are not equally black, and their touch is a blight to pure souls.
An unholy creature appears much as it did before receiving its dark gods’ gifts, but its exceptional strength and unnatural quickness mark
it as somehow changed.
Awful Presence (Su): See the unholy creature template. Possessions: Masterwork morningstar, +2 full plate, +2 heavy
wooden shield, ring of protection +1, gauntlets of ogre power, cloak of
Profane (Su): See the unholy creature template. resistance +1, boots of the winterlands.
Unseelie Creature
Unseelie creatures are evil beings that oppose the seelie. Though these strange creatures are native to the Ethereal Plane, they rely on the
verdant Material Plane for most of their needs.
Seelie creatures that turn toward selfishness or sinful acts are cast out from the Seelie Realm. Such beings become unseelie creatures and must
live out their lives in the Material World. This practice has resulted in generations of embittered unseelie creatures, all of which are now native
to the Material Plane. Unseelie creatures strive to block the seelie creatures at every opportunity. They often defile forests and fields in hopes of
destroying all areas where the seelie creatures can use their faerie walk ability, thus forcing them to the Material Plane where they can be destroyed.
Unseelie Creature
described here.
Skills: An unseelie creature gains a +4 racial bonus
Damage Reduction (Ex): A seelie creature has on Hide and Move Silently checks.
damage reduction 5/silver.
Languages: If the unseelie creature can speak, it gains the ability
Darkvision (Ex): An unseelie creature has darkvision with a to speak Sylvan in addition to any other languages the base
60-foot-range. creature knows.
Resistance to Cold (Ex): An unseelie creature has cold Environment: Any.
resistance 5.
Challenge Rating: Same as the base creature +1.
Unseelie Pact (Ex): An unseelie creature that becomes neutral
Level Adjustment: Same as the base creature +2.
or good loses the unseelie template, but it retains the evil
subtype and vulnerability to silver weapons. If it becomes a
good-aligned creature, it gains the seelie template. Unseelie Characters
Unseelie Sight (Ex): An unseelie creature using its invisibility An unseelie creature favors whichever classes the base creature
ability can see other unseelie creatures using the same ability. does.
10), silent image (DC 11); 1/day—alter self, darkness, magic mouth,
light or continual flame spell, does not negate this ability. A daylight
sleep (DC 11). Caster level 4th. The save DCs are Charisma-based.
spell, however, does.
Trip (Ex): An unseelie shadow mastiff that hits with its bite
Unseelie Pact (Ex): See the unseelie creature template.
attack can attempt to trip the opponent as a free action (+3 check
modifier) without making a touch attack or provoking an attack of Unseelie Sight (Ex): See the unseelie creature template.
opportunity. If the attempt fails, the opponent cannot react to trip
the unseelie shadow mastiff. Skills: An unseelie shadow mastiff gains a +4 racial bonus on Hide
and Move Silently checks.*It has a +4 racial bonus on Survival
Damage Reduction (Ex): See the unseelie creature template. checks when tracking by scent.
Verminoid Creature
Verminoids are verminlike creatures with humanoid bodies and intellects. Some sages speculate that they are the abominable results of
druidic magic gone awry and the experiments of arcane spellcasters obsessed with vermin.
A verminoid has two legs to walk upon and two arms with hands that can manipulate tools. It walks upright but otherwise retains all the
hideous aspects of its vermin form.
Creating a Verminoid
“Verminoid creature” is an inherited or acquired template that can except those that depended on limbs that have turned
be added to any living vermin (referred to hereafter as the base to legs. Any other natural attacks it has retain the same
creature). It uses all the base creature’s statistics and special abilities primary or secondary status they had for the base creature.
except as noted here. The manimal has the weapon and armor proficiencies of
creatures of the monstrous humanoid type.
Size and Type: The creature’s type changes to monstrous
humanoid with the appropriate augmented subtype. Size is Space/Reach: The verminoid has a space and reach appropriate for
unchanged. its size, as noted in the following table. If the base creature
had greater than normal reach for
Shape: If the base creature has
its size, add 5 feet to the reach
wings or a tail, these
indicated on the table.
appendages adjust to fit
the verminoid. Of its other
New Spell: Create Verminoid
limbs, two become legs, Transmutation Space/Reach
and all others become arms. Level: Druid 5, Sorcerer/Wizard 7 Size New Space/Reach
Any creature that does not Components: V, S, XP
have enough limbs of the Fine 1/2 ft./0 ft.
Casting Time: 1 day
appropriate kind to form at Diminutive 1 ft./0 ft.
Range: Touch
least two legs and two arms Tiny 2-1/2 ft/0 ft.
Target: Nonintelligent vermin touched
simply grows the necessary Small 5 ft/5 ft.
Duration: Instantaneous
limbs. Medium 5 ft/5 ft.
Saving Throw: Will negates
Large 10 ft/10 ft.
Hit Dice: If the base creature has Spell Resistance: Yes
Huge 15 ft/15 ft.
only a fractional racial Hit If you’d like a swift way to introduce verminoids Gargantuan 20 ft/20 ft.
Die, increase it to 1 racial into your campaign, try this spell. Colossal 30 ft/30 ft.
HD.
You grant a nonintelligent vermin a humanlike form
Speed: If the creature has a land and intelligence. If you succeed on a Will saving
speed slower than 10 feet Special Attacks: A verminoid
throw (DC 10 + target’s character level), the vermin
(or no land speed at all), its retains all of the base creature’s
gains the verminoid template. The resulting creature
land speed becomes 10 feet. special attacks except rake.
initially views you as an ally, but you have no special
Base Attack Bonus: The empathy with it. A verminoid speaks a number of Special Qualities: The verminoid
verminoid’s base attack languages equal to 1 + its Intelligence bonus (if any), retains all the base creature’s
bonus from racial Hit Dice chosen from among those its creator knows. special qualities and gains the one
is equal to its racial Hit Dice. described here.
XP Cost: 250 XP.
Attack: The verminoid retains all Impenetrable Mind (Ex): Due to
the base creature’s attacks its heritage as a nonintelligent
248
insect, a verminoid gains a +4 racial bonus Feats: The verminoid retains the base creature’s
on saves against mind-affecting effects. bonus feats but loses all others. Assign new feats
as desired, giving preference to those that the base
Saves: Fortitude and Reflex are a verminoid’s good
creature possessed. The verminoid must still meet any
saves; Will is poor. Recalculate the portion
prerequisites for feats chosen to fill vacant feat slots.
of each of the base creature’s save bonuses
Verminoid Creature
derived from racial HD. The portion of Challenge Rating: Base creature’s character level
the base save bonus derived from class levels less than 1, increase to 1/2; character level 1st or
remains the same. See Chapter 3: Classes of the PHB for higher, same as the base creature.
the progression of good and poor saves. New ability scores
Treasure: Standard.
and new feats may also alter save bonuses.
Alignment: Usually neutral.
Abilities: Increase from the base creature as follows: Int +8, Cha +6.
Advancement: By character class.
Skills: Ignore the base creature’s skill modifiers. Recalculate skill
points for the verminoid’s racial Hit Dice according to the Level Adjustment: The verminoid template has no level adjustment,
formula (2 + Int modifier, minimum 1) x (HD +3), then but it can easily be used to make vermin playable characters. A
purchase its skills afresh, treating the base creature’s skills verminoid’s level adjustment should be relatively easy to judge.
and Listen, Spot, and Survival as class skills and all others Consider the creature’s size, ability score adjustments, and any
as cross-class skills. The verminoid retains any skill points special attacks it has. When making a particular verminoid
gained from class levels and any racial bonuses the base PC or NPC, you can determine its racial adjustments after the
creature has. New size modifiers and new ability scores all application of this template and roll 3d6 for its ability scores.
modify skill modifiers.
Languages: A verminoid speaks a number of languages equal to 1 Verminoid Characters
+ its Intelligence bonus (if any), chosen from among those
Verminoids usually favor the barbarian class, but some especially
its creator knows.
charismatic types favor the bard or the sorcerer class.
its abilities and of combat. A war machine is capable of limited strategy when carrying out its creator’s instructions and it can follow any
simple command that the creator can give in a couple sentences.
War Machine
Abilities: Change from the base creature as follows: Str +6, Dex
+6, Wis +4, Cha –4 (minimum 1). As an unintelligent
Creating a War Machine
construct, a war machine has no Constitution or War machines are created in the same manner as golems. Because
Intelligence score. a war machine is composed of various metals, it weighs three times
what the base creature does.
Skills: Ignore the base creature’s skill modifiers, since a war
machine has no skill points. However, it retains any racial Creating the war machine costs 1,200 gp × the war machine’s CR.
bonuses that the base creature has. In addition, a war Assembling the body requires DC 25 Craft (armorsmithing) and
machine gains a +10 racial bonus on Balance, Climb, Jump, a DC 25 Craft (weaponsmithing) check, plus the Craft Construct
Listen, Spot, and Tumble checks. A war machine creature feat (see the MM). The creator must have a character level that
can use Tumble as though trained even if it possesses no equals or exceeds 5 + war machine’s CR and be able to cast either
ranks in the skill. arcane or divine spells. Completing the ritual drains a number of
XP equal to the war machine’s creation cost divided by 25, and it
Feats: A war machine retains the base creature’s bonus feats but
requires the spells geas/quest, limited wish, polymorph any object, and
loses all others.
resist elements.
Environment: Same as creator.
Template
Templates By Challenge Rating
CR Modifier Template CR Modifier
Feral Dragon –4 or Special Half-Drow +1
Amalgam Varies Half-Giant +1
Gigantean Varies Holy Creature +1
Miniature Varies Icy Creature +1
Monstrous Lycanthrope Varies Id Ooze +1
Psychic Varies Inveigler +1
Transforming Construct Varies Magma Creature +1
Amphibious Creature +0 Metal Clad: Brass +1
Arboreal Creature +0 Metal Clad: Copper +1
Bipedal Creature +0 Metal Clad: Gold +1
Cave Creature +0 Metal Clad: Lead +1
Creature Swarm +0 Mist Creature +1
Fortune-Spurned Creature +0 Negative-Energy-Charged Creature +1
Fungal Creature +0 Nightmare Creature +1
Half-Plant +0 Ooze Creature +1
Lifespark Construct +0 Plague Bearer +1
Lunatic Creature +0 Poisonous Creature +1
Nocturnal Creature +0 Primitive Creature +1
Quadrupedal Creature +0 Quickling +1
Savant +0 Ravenous Creature +1
Time Seer +0 Saurian +1
Verminoid Creature +0 Seasonal Creature +1
Manimal +0 or +1 Seelie Creature +1
Prismatic Creature +0 or +1 Slithering Ooze +1
Solaric Creature +0 or +1 Smoke Creature +1
Bramble Creature +1 Suzerain +1
Celestial Blessed +1 Unholy Creature +1
Crystal Creature +1 Unseelie Creature +1
Demon Possessed: Babau +1 Blood Knight +2
Demon Possessed: Bebilith +1 Broken Soul +2
Demon Possessed: Dretch +1 Clockwork Creature +2
Demon Possessed: Hezrou +1 Demon Possessed: Balor +2
Demon Possessed: Nalfeshnee +1 Demon Possessed: Glabrezu +2
Demon Possessed: Quasit +1 Demon Possessed: Marilith +2
Demon Possessed: Retriever +1 Devil Bound: Barbed Devil +2
Demon Possessed: Succubus +1 Devil Bound: Bearded Devil +2
Demon Possessed: Vrock +1 Devil Bound: Bone Devil +2
Devil Bound: Chain Devil +1 Devil Bound: Erinyes +2
Devil Bound: Hellcat +1 Devil Bound: Ice Devil +2
Devil Bound: Imp +1 Dread Bodak +2
Divine Guardian +1 Dread Morhg +2
Dread Ghast +1 Dread Shadow +2
Dread Ghoul +1 Dread Wight +2
Dread Lacedon +1 Four Horsemen +2
Dread Skeleton +1 Genie-Bound +2
Dread Zombie +1 Metal Clad: Bronze +2
Dream Creature +1 Poltergeist +2
Dust Creature +1 Swamp Lord +2
Element-Infused Creature +1 Thunder Child +2
Flesh Plant +1 Apocalypse Swarm +3
Force Creature +1 Devil Bound: Horned Devil +3
Fortune-Blessed Creature +1 Devil Bound: Pit Fiend +3
Green Warden +1 Dread Allip +3
252
Template CR Modifier Template CR Modifier
License
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15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
Advanced Bestiary, Copyright 2004, Green Ronin Publishing, LLC; Author Matthew Sernett.
255
Your Egyptian
Adventures Begin Now!
Egyptian Adventures: Hamunaptra
A Mythic Vistas Campaign Setting
for the d20 System
Written by C.A. Suleiman, with Steve Kenson
and Ari Marmell
Boxed Set with 3 Books and a Full Color
Poster Map
MSRP: $39.95
GRR1407
ISBN: 1-932442-33-2
Towering pyramids rise from the sands, speaking of
the glory of kings long gone. Three mighty pharaohs,
kings and gods, rule over a land divided—over
nations hovering on the brink of war. Priests of
mighty deities guide the lives of peasants and nobles
alike, as all struggle to make the most of the fertile
lands that line the mighty river Yor, whose rushing
waters are at once the symbol and the source of all
life. But all around, the desert grows, encroaching
nearer each day to the last remaining refuge of a once
mighty civilization. Egyptian Adventures allows you
to play the world’s most popular roleplaying game in
sands of Hamunaptra, a new fantasy setting inspired
by the myths, legends, and culture of Ancient Egypt.
Neither the Egyptian feel nor the playability of the
game has been sacrificed. The classes and races that populate the lands of Hamunaptra are still recognizable as
your own favorites, yet re-imagined to convey the feel of a time of pharaohs under the shadow of war. This box set
contains three separate books, each of which contains vital setting information. From the classes, races, feats and
magic of Hamunaptra, to a complete gazetteer of the continent of Khemti and a book of GM-only secrets, this
box set contains all you’ll need to explore the world of Hamunaptra. Battle foul beasts of the desert, excavate the
curse-warded tombs of dynasties past, sabotage and spy upon the armies of rival nations, master ancient magics,
or simply attempt to solve the riddle of the expanding Red Land before the desert overtakes the last, dwindling
bastions of civilization. This is an age of legend. Make it your own!