Book of Templates Creature Design Made Simple!

Frilf

Explorer
Hey, gang!

I thought I'd start a new thread here in Critterville for those of you who own our Book of Templates Deluxe Edition. For those who love to tinker with templates, I thought it would be interesting to see what the creative minds here in the Hombrew forums could come up with.

Here are the "guidelines":
Any creature from the Monster Manual or Tome of Horrors
3.0 or 3.5 stats (please specify which)
Apply at least one template from Book of Templates: Deluxe Edition
No upper limit on CRs

Anything else I forgot? Anyway, happy creating and I hope to see many frightening new critters on the boards!

Cheers!
Ian
 
Last edited:

log in or register to remove this ad

Thought about adding a template to make them physically tougher but I think they are fine as is. Oh, this is using 3.0 goblin stats but I gave it a 3.5 layout, hope that isn't confuzzling.

Urkatesh Clan Goblin (Goblin + Half-Gnome + Shadow Borne)
Small Outsider (Gnome, Goblinoid)
Hit Dice: 1d8+1 (5)
Initiative: +0 (Dex)
Speed: 30 Ft
AC: 14 (+1 Size, +3 Studded Leather), touch: 11, flat-footed 14
Base Attack/Grapple: +1/-3
Attack: Morningstar +1 melee; or javelin +3 ranged
Full Attack: Morningstar +1 melee; or javelin +3 ranged
Damage: Morningstar 1d8-1; or javelin 1d6-1
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Combat Bonus, Creeping Shadow, Shadow Strike
Special Qualities: Darkvision 120 ft., Light Sensitivity, Low-light vision, Mixed Blood, Shadow Blend, Shadow Evocation, Shadow Shift, Spell-like abilities
Saves: Fort: +3, Ref: +0, Will: +0
Abilities: Str:8, Dex:11, Con:13, Int:10, Wis:11, Cha:8
Skills: Alchemy +1, Hide +7(+17), Listen +5, Move Silently +14, Spot +3
Feats: Alertness
Climate/Terrain: Temperate and warm land and underground
Organization: Gang (4-9), band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24 with worg mounts), or tribe (40-400 plus 1 3rd level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 10-24 worgs, and 2-4 dire wolves)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: By character class (Illusionist or Rogue favored)
ECL: +3

Combat
Goblins of the Urkatesh are a plague on the land created by some insane mage?s breeding program. He wanted to create the ultimate illusionists and assassins. He got more than he wanted, and was rewarded with a well placed backstab.

Since then the Urkatesh have bred with regular goblin stock. Their abilities breed true, and with the usual goblin breeding rate, they will soon be the most populous species of goblin in the known regions.

Once breeding is done, normal goblins are killed by the Urkatesh, in favor of their new spawn. These creatures will eventually annihilate the known races of goblin infavor of their own twisted genetics.

Combat Bonus (Ex): +1 racial bonus to attack rolls against kobolds and goblinoids. +4 dodge bonus against giants.

Creeping Shadow (Su): If an Urkatesh creature succeeds with a shadow strike attack, the target must make a Fortitude save DC: 9 or suffer 1 point of temporary Constitution drain. A critical strike with this ability does 1d3 points of temporary Constitution drain.

Darkvision 120 ft.

Light Sensitivity (Ex): Urkatesh suffer a ?2 penalty to all rolls in natural bright light or within the radius of a daylight spell.

Mixed Blood (Ex): An Urkatesh is considered a gnome for all spells and effects.

Saves: All Urkatesh receive a +1 racial bonus to saves involving Illusion.

Shadow Blend (Su): During any conditions other than full daylight, the Urkatesh can dissapear into the shadows, giving it 9/10 concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, although a daylight spell does. This ability is always active unless the Urkatesh willingly surpresses it.

Shadow Evocation (Sp): 1/day/3HD, as a standard action, an Urkatesh with a Charisma of 11 or higher can cast an illusion real enough to kill as a sorcerer of 1/3 shadow borne?s HD in levels. The victim of the spell gets an initial Will save (DC 10 + spell level + Charisma modifier). If the save is successful the victim takes 1/5th the damage of the emulated spell. They also get a saving throw from the evocation. Non-damaging spells do nothing if recognized as illusion.

Shadow Shift (Su): Urkatesh may enter the Plane of Shadows at will as a move-equivilent action, so long as they are in a shadowy or dark area. In the Plane of Shadows the creature moves at a rate of 7 miles every 10 minutes. The Urkatesh always knows where it will come out on the material plane.

Shadow Strike (Ex): 1/day/HD an Urkatesh can make any one melee attack a touch attack instead, ignoring armor and natural armor bonuses to AC.

Spell-Like abilities: 3/day ? Pass without Trace; 1/day ? Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals (burrowing animals only) as a 1st level spellcaster;

Skills: Urkatesh gain a +14 racial bonus to Move Silently checks. Urkatesh cavalry (mounted on worgs) gain a +6 bonus to Ride checks and the Mounted Combat feat. Urkatesh also receive a +1 racial bonus to Listen and Alchemy checks, and a +2 racial bonus to Hide, +4 in forest terrain, +12 in shadowy areas, and +14 in shadowy forests.
 
Last edited:


Frilf said:
Nice! :D Sneaky goblin-gnomes tinged with shadow! Great stuff!

Thanks, I have to say the Shadow Borne are much better than Shadow Beasts from manual of the planes. Also plan to have some fun with the paleoskeleton template. Broncosaurus Rex will NEVER be the same!! :D
 

I was inspired while watching He-Man ^_^*

Stoneblood Yuanti (Yuanti, Pureblood + Half-Medusa)
Medium Monstrous Humanoid
Hit Dice: 6d8 (27)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 Ft
AC: 18 (+2 Dex, +2 Natural, +2 leather, +2 masterwork large shield)
Attacks: Masterwork scimitar +7/+2 melee, Snakes +3; or masterwork longbow with masterwork arrows +10/+5 ranged
Damage: Masterwork scimitar 1d6, snakes 1d4; Masterwork longbow 1d8
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Spell-like abilities, psionics, petrifying gaze, poison
Special Qualities: Darkvision 60?, Mixed Blood, SR 16
Saves: Fort: +2, Ref: +7, Will: +9
Abilities: Str:11, Dex:15, Con:11, Int:18, Wis:18, Cha:18
Skills: Concentration +9, Craft (any two) or Knowledge (any two) +9, Disguise +3*, Hide +7*, Listen +15, Spot +15
Feats: Alertness, Blind-Fight, Dodge, Expertise, Improved Initiative
Climate/Terrain: Warm forest and underground
Organization: Solitary, pair, gang (2-4), troupe (2-13 purebloods, 2-5 halfbloods, and 2-4 abominations), or tribe (20-160 purebloods, 10-80 halfbloods, and 10-40 abominations)
Challenge Rating: 7
Treasure: Double Standard
Alignment: Usually Chaotic Evil
Advancement: By character class

The Stoneblood Yuan-ti were created when Yuan-ti captured medusas and used them as breeding stock. Pureblood Yuan-ti produced the best results, many of which were to be known as Stonebloods.

Most wear cloaks when trying to pass for human, as each has 3-6 snakes, much like their medusa kin. Medusas kill Stonebloods on sight.

Fortunately for the other races, it seems that Stonebloods are sterile for the most part, the ones that aren?t seem only to breed more Yuan-ti, usually Half-Bloods, and not more Stonebloods.

Combat

Spell-like Abilities: 1/day animal trance, cause fear, deeper darkness, entangle, neutralize poison, suggestion and polymorph other. These abilities are as the spells cast by an 8 th-level sorcerer (save DC 14 + spell level).

Psionics (Sp):
Detect Poison: As a 6th-level sorcerer.
Alternate Form: A Stoneblood can assume the form of a Tiny to Large sized viper; as shapechange cast by a 19th-level sorcerer.
Chameleon Power: A Stoneblood yuan-ti can change the coloration of itself and its equipment to match its surroundings.
Produce Acid: Stoneblood Yuan-ti can exude acid from its body, dealing 1d6 points of damage to anything it touches. The acid becomes inert when it leaves the Yuan-ti?s body.
Aversion: The Stoneblood Yuan-ti creates a compulsion effect targeting one creature within 30 feet. The subject must succeed at a Will save (DC 17) or gain an aversion to snakes for 10 minutes. Affected subjects must stay at least 20 feet from any snake or Yuan-ti, alive or dead; if already within 20 feet, they move away. A subject can overcome the compulsion by succeeding at another DC 17 Will save, but still suffers deep anxiety. This causes a ?4 reduction to Dexterity until the effect wears off or the subject is no longer within 20 feet of a snake or Yuan-ti. This ability is otherwise similar to antipathy cast by a 16 th-level sorcerer.

Petrifying Gaze (Su): 5/day; Turn to stone permanently, 30 feet, Fortitude save (DC 15).

Poison (Ex): Snakes, Foritude save (DC 13); initial damage 1d4 temporary Strength, secondary damage 1d6 temporary Strength.

Mixed Blood (Ex): A Stoneblood is considered a medusa as well as a Yuan-ti for all spells and effects. Stonebloods are immune to the gaze attack of even full blooded medusas.

Skills: Stoneblood Yuan-ti using chameleon power receive a +8 circumstance bonus to Hide checks.
 

Dracovaran

Ok, this creature breaks the rules a little... :D. Ok, a lot. It is a tauric lizardfolk young blue dragon, which was then increased to large size by using the Gigantic template from BoT:DE.

I changed it up a bit by giving the creature epic attack progression and several epic feats, and re-evaluted its saves based on 20 levels of fighter (as per monstrous humanoid) and added epic bonus saves.

Oh yes, it's a World of Kulan creation and is 3.5E.

Enjoy! :)

KF72
--------

DRACOVARAN
Large Monstrous Humanoid (Earth)
Hit Dice: 28d8+132 (258 hp)
Initiative: +4 (Improved Initiative)
Speed: 50 ft., burrow 30 ft., fly 160 ft. (clumsy)
AC: 24 (-1 size, +15 natural), touch 9, flat-footed 24
Base Attack/Grapple: +24/+35
Attack: Claw +30 melee (1d6+7) or foreleg +30 melee (1d8+7) or large greatclub +30 melee (2d8+10) or large javelin +22 ranged (1d8+7)
Full Attack: 2 claws +30 melee (1d6+7) and 2 forelegs +28 melee (1d8+3) and 2 wings +28 melee (1d6+3) or large greatclub +30/+25/+28/+15 melee (2d8+10) or large javelin +22/+17/+12/+7 ranged (1d8+7)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Breath weapon
Special Qualities: Create/destroy water, blindsense, immunity to sleep effects, paralysis effects, and electricity, keen senses
Saves: Fort +20, Ref +9, Will +10
Abilities: Str 25 (+7), Dex 8 (-1), Con 19 (+4), Int 9 (-1), Wis 10 (+0), Cha 10 (+0)
Skills: Bluff +2, Concentration +9, Diplomacy +2, Intimidate +2, Knowledge (religion) +2, Listen +5, Search +4, Sense Motive +2, Spot +5
Feats: Armor Skin, Cleave, Dire Charge, Epic Toughness, Flyby Attack, Great Cleave, Improved Initiative, Multiattack, Power Attack, Snatch

Continent/Region: Any
Climate/Terrain: Temperate desert
Organization: Solitary
Challenge Rating: 14
Treasure: 50% coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +10

Dracovarans are tauric creatures related both to dragons and lizardfolk. They are the servants of Mirella, The World Goddess. They travel the world protecting the Balance wherever they go. They are allies of druids, rangers, and the Knights Majestic.

Dracovarans look like a large blue dragon with the torso, arms and head of an enlarged lizardfolk. They have scales like that of a blue dragon, even on their upper torso but with a white underbelly, which continues on under their draconic half. Their eye color ranges from burnt orange to sky blue.

Dracovarans speak Draconic.

Combat
A dracovaran can deliver devastating attacks with its claws and forelegs, as well as with its wings. When using manufactured weapons a dracovaran fights with an enlarged greatclub and enlarged javelins. The creature carries multiple javelins on a harness on its back in order to deliver a full attack from range before closing in with its large greatclub.

Blindsense (Ex): Dracovarans can pinpoint creatures within a distance of 80 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.

Keen Senses (Ex): A dracovaran sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 160 feet.

Breath Weapon (Su): An 80-ft. line of lightning; 8d6 damage; reflex save for half (DC 28), can be used every 1d4 rounds.

Create/Destroy Water (Sp): A dracovaran can use this ability three times per day. It works like the create water spell except that the dracovaran can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 24) or be ruined. This ability is the equivalent of a 1st-level spell.

Skills: Balance, Bluff, Concentration, Diplomacy, Escape Artist, Hide, Intimidate, Jump, Knowledge (any), Listen, Search, Sense Motive, Spellcraft, Spot, Swim, and Use Magic Device are considered class skills for dracovarans regardless of any character class they take.

Dracovaran Characters
Dracovarans rarely choose to advance in a character class but when they do they choose either the druid or fighter class.
 
Last edited:

He's not fully statted out yet, but here's something....

Joukahainen
Relentless Arcane Servitor Frost Giant Fighter 10
Huge Giant (Cold)
Hit Dice: 14d8+10d10+216 (394 hp)
Initiative:+0
Speed:40 feet
Armor Class:23 (-2 size, -1 Dex, +12 natural, +4 chain shirt)
BAB/Grapple:+20 / +42
Attack:+ melee
Full Attack:
Space/Reach:15 ft./15 ft.
Special Attacks:Rock throwing, spells
Special Qualities:Cold subtype, immortal, immunities, low-light vision, rock catching, regeneration 13, spell immunities, spell-like abilities, SR 34.
Saves:Fort +, Ref +, Will +
Abilities: Str 38, Dex 10, Con 29, Int 16, Wis 10, Cha 18
Skills:Hide +, Listen +, Search +, Spot +
Feats:Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack (8 total +6 metamagic or item creation feats)
Challenge Rating: 34
Treasure:Standard
Alignment:Neutral Evil

Combat:
Spell-like Abilities: At will—detect magic, mage armor,read magic. These spells function as if cast by a 24th level sorcerer.
Spell Immunity (Ex): Joukahainen is immune to all arcane spells of 7th level or lower.
Spells: Joukahainen casts spells as a 7th level sorcerer.
Sorcerer Spells Known (7/5/3/2, Save DC 17 + spell level): 0 – x; 1 – x; 2 – x; 3 – x.
Sorcerer Spells per Day: 6/7/7/5
Critical Weakness (Ex): Joukahainen can only be killed by an artifact weapon dedicated to Cheneitha, the Winter Queen. It inflicts subdual damage as usual, but automatically and irrevocably kills Joukahainen if it strikes him for at least 24 points of damage while he is unconcious from subdual damage.
Immortal (Ex): Joukahainen does not age nor does he suffer the effects of aging. He cannot be damaged by starvation, suffocation, or thirst.
Immunities (Ex): Joukahainen is immune to cold, disease, fatigue, fear, fire, and poison.
Regeneration (Ex): Joukahainen regenerates 13 hit points a round. No form of damage overcomes this regeneration. If it loses a limb or body part, the lost portion regrows in 1d6 minutes. Joukahainen can reattach the severed member instantly by holding it to the stump.
Rock Throwing (Ex): Joukahainen is an accomplished rock thrower and receives a +1 racial bonus on attack rolls when throwing rocks. He can hurl rocks of 60 to 80 pounds (Medium objects). He has a range increment of 120 feet.
Rock Catching (Ex): Joukahainen can catch Small, Medium, or Large rocks (or projectiles of similar shape).
Once per round, he can make a Reflex save to catch a rock that would normally hit him as a free 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 magical bonus on attack rolls, the DC increases by that amount.) He must be ready for and aware of the attack in order to make a rock catching attempt.

-2 total to hit from size

Cheers
Nell.
 

Apocalyptic Elephant
Gargantuan Magical Beast (Augmented Animal)
Hit Dice: 110d12+1210 (2530 hp)
Initiative: +0
Speed: 70 ft.
Armor Class: 48 (–2 size, +17 natural, +5 deflection, +11 divine, +7 Dex)
Base Attack/Grapple: +82/+109
Attack: Gore +94 melee (4d8+22)
Full Attack: Slam +93 melee (4d6+15) and 2 stamps +91 melee (4d6+7); or gore +94 melee (4d8+22)
Space/Reach: 20 ft./15 ft.
Special Attacks: Trample 4d6+22, word of the apocalypse
Special Qualities: Low-light vision, scent, SR 46, DR 111/–, immunities, divine rejuvenation
Saves: Fort +73, Ref +70, Will +50
Abilities: Str 41, Dex 25, Con 32, Int 13, Wis 24, Cha 18
Skills: Knowledge (nature) +8 (1.5), Listen +120 (113), Spot +120 (113), Survival +62 (55)
Feats: Improved Natural Attack (gore), Improved Natural Attack (slam), Improved Natural Attack (stamp), Iron Will, Multiattack, Power Attack, Weapon Focus (gore)
Epic Feats: Blinding Speed, Damage Reduction (25), Great Dexterity (4)
Environment: Any
Organization: Solitary
Challenge Rating: 33
Advancement: —
Level Adjustment: Heh, heh, heh. Heh.
Massive herbivores… of the apocalypse!
Combat
Apocalyptic elephants tend to charge at threatening creatures, as well as non-threatening creatures. Actually, they charge things that aren’t even creatures.
Trample (Ex): Reflex half DC 80. The save DC is Strength-based.
Word of the Apocalypse (Su): Once per day, an apocalyptic elephant can trumpet, unleashing tremendous destructive power. The sound slays all selected living creatures (maximum 110 creatures) within a 400 ft. + 400 ft. per HD radius, centered on the elephant. A successful Will save (DC 69) resists the death effect, but targets within range still suffer 11d8 sonic damage. Those normally immune to death effects do not have to save against dying, but are subject to the sonic damage
Immunities: Apocalyptic creatures are immune to mind affecting effects, stunning, paralysis, disease, death by massive damage, ability drain, acid, cold, electricity, and fire.
Divine Rejuvenation (Su): Three times per day, an apocalyptic creature can restore all lost hit points as a standard action that does not provoke an attack of opportunity.
 

These are very cool. Any other ideas? I'm still waiting on the full stats for that Relentless Arcane Servitor Frost Giant Ftr 10, though :)

BTW, if you want to submit some of these for our critter design contest, feel free. There's a thread lurking about on this forum about it. If not, details are now on our web site (www.silverthornegames.com).

Cheers!
Ian
 


Trending content

Remove ads

Top