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
- 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
- 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
- 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
page revision: 22, last edited: 27 Feb 2009 16:09