Creature Templates

Aqueous

  • CR +3
  • Gains Elemental type
  • Immunities : poison, entangling, sleep, stunning, paralysis, criticals and disease
  • Weapon immunity +0
  • Additional Attack: slam 1d4 blunt

Celestial

  • CR +1
  • +2 Wis
  • +2 Cha
  • 150% Hit Dice
  • Gains Celestial type
  • +35% magic resistance
  • Resistances : cold, acid, lightning
  • Infravision 60 ft
  • Smite (lvl 5 Paladin)

[Elder Undead]

Elder Undead

  • CR +2
  • +1 Str
  • +2 Int
  • +2 Cha
  • 150% Hit dice (min 4)
  • 140% Attack Bonus
  • +2 Defense Class
  • +5 Natural Speed
  • +2 Caster Level
  • +3 Special Attack Power
  • +3 Save DC
  • Bonus Feats : Power Attack, Combat Reflexes, Toughness
  • Regeneration 3hp per round
  • Command Undead (cleric lvl 4)

Earthen

  • CR +3
  • +4 Str
  • -2 Dex
  • +6 Natural Armor (max 21)
  • Gains Elemental type
  • Immunities : poison, entangling, sleep, stunning, paralysis, criticals and disease
  • Weapon Immunity +0
  • Can phase through earth and stone
  • Tremorsense 60 ft

Fiendish

  • CR +1
  • +2 Str
  • +2 Con
  • 125% hit dice
  • +35% magic resistance
  • Resistance to Fire, Cold
  • 60 feet infravision

Flame

  • CR +3
  • Gains Elemental type
  • Immunities : Poison, Entangling, Sleep, Stunning, Criticals, Paralysis, Disease
  • Flame Shield (attacking this creature causes you to burn)

Gaseous

  • CR +2
  • +6 Dex
  • +20 (%?) movement rate
  • Gains Elemental Type
  • Extra Feat : Flyby Attack
  • Immunities : Poison, Entangling, Sleep, Stunning, Criticals, Paralysis, Disease
  • Weapon Immunity +0
  • Flying

Graveborn

  • CR +0
  • Con = 0
  • Gains Corporeal Undead type
  • Immunities : Poison, Life Drain, Sleep, Stunning, Paralysis, Mind Effects, Criticals, Disease, Subdual Damage
  • Infravision 60 ft

[Multitude Cultist]

Multitude Cultist

  • CR +1
  • -2 Str
  • +4 Dex
  • +2 Con
  • +2 Int
  • -4 Cha
  • +1 Hit Dice
  • 100% Movement Rate
  • 100% Attack Speed
  • Extra Feat : Guarded Invocation
  • Innate Spells : Phase Door, Minor Drain, Convulsion, Deeper Darkness

Pseudonatural

  • CR +4, minimum 7
  • +4 Dex
  • +8 Int
  • +6 Wis
  • +4 Cha
  • +3 hit dice
  • +2 attack bonus
  • +2 caster level
  • +2 special attack power and save DC
  • +35% magic resistance
  • Resistance to acid, sonic
  • Evasion
  • Weapon immunity: +2 (+3 or more needed to affect)
  • Additional Attacks: tentacle 1d8 slashing x2 (each attack grapples on DC 16), digest 2d6 acid
  • Fear gaze DC 20, 6d12 duration
  • Spray spores: disease DC 16: Blinding sickness, cackle fever, mindfire
  • Spell like abilities (at will)
    • True Strike
    • Distance Distortion
    • Evard's Black Tentacles
    • Displacement
    • Confusion

Reaver

  • CR +5 (minimum 5)
  • +6 Str
  • +2 Dex
  • +6 Con
  • +5 Hit Dice
  • +5 Attack Bonus
  • +2 defense class
  • 150% movement rate
  • 125% natural speed
  • Extra feats : Armor proficiency : light, Armor proficiency : medium, Power Attack, Knock Prone, Master Great Blow, Master Sunder
  • Bonus skills : Healing, Wilderness Lore, Athletics, Ride, Find Weakness
  • Evasion (cannot be flat footed or flanked)
  • Double bonus Con hit points

Skeleton

  • CR +1
  • 0 Con
  • 0 Int
  • -6 Wis (minimum 2)
  • -6 Cha (minimum 1)
  • 80% Hit Dice (maximum 5)
  • 80% movement rate
  • 90% natural speed
  • Skeleton type (undead)
  • Resistances: Slashing damage, piercing damage
  • Immunities: cold, poison, life drain, sleep, stunning, paralysis, mind effects, critical hits, disease, subdual damage
  • Additional attack: claw 1d6 slashing
  • Infravision 60ft

Skilled

  • CR +1
  • +1 Str
  • +1 Dex
  • +1 Con
  • +1 Int
  • +1 Wis
  • +1 Cha
  • +1 Hit Dice
  • +1 Attack Bonus
  • +2 Natural Speed
  • +1 Caster Level

Spiked

  • CR +1
  • Extra Feat : Multiattack
  • Extra attacks : 3x gore 1d6

Turbulent

  • CR +3
  • +2 Hit Dice
  • +5 Movement Rate
  • +5 Natural Speed
  • +1 Size Category (minimum 6)
  • Regeneration 1hp per round

[Very Young Dragon]

Very Young Dragon

  • CR -7
  • 64% Str (minimum 7)
  • 100% Dex
  • 81% Con
  • 75% Int
  • 69% Wis (min 9)
  • 75% Cha (min 6)
  • 35% hit dice
  • 25% attack bonus
  • 30% natural armor
  • 40% movement rate
  • -2 size category
  • caster level set to 0
  • +2 special attack power and save DC
  • Power Attack bonus feat
  • additional attacks : bite 1d6 piercing, claw 1d4 slashing, claw 1d4 slashing

Warrior

  • CR +2
  • +4 Str
  • +2 Dex
  • +4 Con
  • +2 Hit Dice
  • +3 Attack bonus
  • 110% Natural Speed
  • Extra Feats: Armor Proficiency (Light, Medium, Heavy), Power Attack, Expertise, Master Great Blow, Master Bull Rush
  • Extra Skills: Climb, Bluff, Athletics, Spot, Find Weakness, Ride

Zombie

  • CR +1
  • +6 Str
  • -4 Dex
  • 0 Con
  • 0 Int
  • -6 Wis (minimum 2)
  • -6 Cha (minimum 1)
  • +3 Hit Dice (maximum 12)
  • -2 Def
  • +5 Natural armor
  • 30% movement rate
  • 50% natural speed
  • Bonus feat: Toughness
  • Zombie type (undead)
  • Immunities: poison, life drain, sleep, stunning, paralysis, mind effects, critical hits, disease, subdual damage
  • Infravision 60ft
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