Rite Publishing Presents:
101 Not So Simple Monster Templates Our Monsters are Different (Original Designer, Layout, and Publisher): Steven D. Russell
Our Giants are Bigger (Additional Design, Layout, Development, and Conversion): Patryk Adamski
Our Banshees are Louder (Editor): David Paul Our Ghouls are Creepier (Cover Artists):
Eva Marie Toker, Ian Greenlee, Juan Diego Dianderas
Our Ogres are Hungrier (Interior Artwork): Julia Metzger, Dallas Williams, Rick Hershey, Eva Marie Toker, Taregh D. Saber, Esmerra, Devin Night, Fadly Romdhani,
Lee Anthony Moten, Tarakanovich, “Raphael041”, Henry Toogood, Viktor Vasnetsov,
Juan Diego Dianderas, John Wigley, Joe Calkins, Felipe Gaona, Evgeny Averin, Jennifer Bone, Ian Greenlee, Johnny Morrow, Kamil Jadczak, Delphine, Dedication: To Owen K.C. Stephens
—for his guidance through dark and troubled waters. Special Thanks to Rob Heinsoo, Simon Rogers,
Will McCardell, Ben McFarland, Bill Collins, and Michael Tumey. Compatibility with the 13th Age Roleplaying Game requires the 13th Age Roleplaying Game from Fire Opal Media Inc. and Pelgrane Press Ltd. See 13thAge.com for more information on the 13th Age Roleplaying Game. Fire Opal Media does not guarantee compatibility, and does not endorse this product. 101 Not So Simple Monster Tempaltes © 2011 Steven D. Russell, Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, 13th Age is a registered trademark of Fire Opal Media Inc., and the 13th Age Roleplaying Game and the 13th Age Roleplaying Game Compatibility Logo are trademarks of Fire Opal Media Inc. under exclusive license to Pelgrane Press Ltd., and are used under the 13th Age Roleplaying Game Compatibility License. See 13thAge.com for more information on the compatibility license.Some rights
reserved. Some artwork is licensed under a Creative Commons Attribution-No Derivative Works 3.0 License. http://creativecommons.org/licenses/bynd/3.0/ Some artwork is licensed under a Creative Commons Attribution 3.0 License. http://creativecommons.org/licenses/by/3.0/
Introduction The 13th Age Roleplaying Game is a fast-paced version of d20 system. Therefore, all templates are built in such a way as to be applied on the fly after a single reading. Secondly, The 13th Age Roleplaying Game emphasizes the rule that every lock must come with a key – the templates that would require use of magic to overcome their effects, have been altered so that every situation should be resolvable using guts, skill and ingenuity. Thirdly, spell references and certain effects have been replaced with open-ended descriptions to encourage interpretation and creative use. In other words, let your imagination go wild. For example, you may be required to improvise using ritual magic to throw effects of a terrifying magical disease – the players need to come up with props, and it is up to GM to adjudicate the result (see The 13th Age Roleplaying Game core book, RITUALS section). Finally, have fun.
Reading Stats
templates on the same creature, you may end up with a creature of which “lvl adj.” exceeds its actual capability. Therefore please take care while stacking templates.
Melee Attack vs. AC/PD/MD (number of creatures affected)—Damage and/or effect.
As the vanilla version of The 13th Age Roleplaying Game does not come with templates, and because some of d20 rules are not easily translatable into concepts agreeable with Archmage Engine, here is a short primer on how to read and make templates. Note that at least one convention is not present in vanilla version of the rules, and that some uses of statblock parts may differ from books you've already read.
Template Name Creature (lvl adj.)
A sentence or two of descriptive text to convey the basic idea behind the template. Note: “lvl adj.” refers to how the template creature compares to its basic version. Use adjusted level for calculating creature power while building encounters. All level-dependent creature statistics (like attack and hit points) are still the same as per basic creature. Note #2: This means that if you use two different
Note that there is no attack bonus nor damage listed above. Use attack bonus and damage parameters from the basic creature or, if you deem it good enough, from The 13th Age Roleplaying Game corebook, DIY MONSTERS. “AC/PD/MD” – pick one. “(number of creatures affected)” - this is optional. If not present, assume a single creature as a target. C: Close Quarters Attack That Does Not Provoke an Attack of Opportunity vs. AC/PD/MD (number of creatures affected)—Damage and/or effect. “C:” - prefix denoting this type of attack. Cannot be used to make an attack of opportunity. On the other hand, it is a ranged attack, and quite often hitting multiple targets. R: Ranged Attack That Does Provoke an Attack of Opportunity vs. AC/PD/MD (number of creatures affected)—Damage and/or effect.
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“R:” - prefix denoting this type of attack. Cannot be used to make an attack of opportunity. On the other hand, it is a ranged attack, and quite often hitting multiple targets. Special Ability Name: Special ability description. Special Abilities include but are not limited to resistances, immunities, adjustments to numerical values, particular non-combat powers and about anything that is not an attack. Special Ability Name: Special ability description that grants an attack under specific circumstances. [Special trigger] Some Special Abilities details specific circumstances that lead to triggering “[Special trigger]” attacks. Replace with any melee, close quarters or ranged attack. Special Ability Name: Special ability description that grants an attack enhancement under specific circumstances. Condition: Damage and/or effect. Condition is the prerequisite for the damage or effect to take place. For example: “On Natural 11+” or “During Full Moon, When Pixies Dance and Beer Mug Throw Scores Natural Even”. Dangerous Effect Name! Dangerous effect description, that also includes how to avoid or remove. This is a special offensive effect does bad thing to this creature's opponents. It is similar to standard effects (or d20 conditions). The description should also include instructions how to remove it, as Archmage Engine magic system is not meant to solve every ailment PCs are going to suffer from.
Fun Stuff Big End Boss Fight with Twists
Healthy status “bars” look like this: 150% - 101%: healthy, 100% - 51%: grazed – 1st template activates. 50% - 0%: staggered – 2nd template activates. An example would be Iron Forgeman, a large iron golem that works in death metal temple, smelting ore and pound iron into submission with great fists. The first template to apply would be Divine Furnace Creature, and the second, Lavawight Creature. And the combat would start with fighting an enormous iron golem, then the golem insides would boil over, and then its unholy animating spirit would emerge.
When Falling Ill...
Apply in stages. For example, your character's best buddy drink something unwholesome. They became ill (Ill Creature). And then, when the illness progressed, they sprouted tentacles and ate their nurse (Eldritch Tentacles Creature). Now you're looking for them in dark sewer, hoping the things won't get worse.
Unusual Wandering Monsters
Build or pick a boss monster as normal (probably 3 to four levels above characters). Decrease its damage by 1/3. Multiply hitpoints by one and a half – so the
All templates are meant to be applied on the fly. So roll on a wandering monster table and roll up a random template. This trick comes handy when a party encounters a group of several identical monsters – with a template or two, you can easily make them unique.
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Scaling Down Monsters
Sometimes you just want to add to your game a being that clearly would spell doom for your party. Look for templates with negative level adjustments to give your players a scare of a lifetime. Cowardly Dragons and Broken Constructs, anyone? You can also salvage encounters that are in danger of degenerating into Total Party Kills (or worse, super easy wins) by sudden downsizing of the strongest pawn on the table.
101 Templates Accelerated Creature (lvl +1)
The power of speed and alacrity infuse the very nature of this creature. Double Tap: On first natural attack roll 11+ each turn, the creature uses the same attack as a free action, and takes a free move action, with +4 to disengage roll if necessary. Fast Reactions: Gain +8 to initiative and +1 to all defenses.
Adaptable Creature (lvl +1)
The ultimate in magical evolution, these creatures can adapt to eventually overcome nearly any environment or threat. Acquired Immunity: As an immediate action and after being hit, this creature becomes immune to further attacks of the same kind made by the same opponent. There is no limit to the number of immunities learnt this way, however these immunities disappear 24 hours after engagement. Immunities and Resistances: Any immunity or resistance works only once against attacks of this creature. This creature is immune to all harmful environmental effects. This creature gains 16+ resistance to a single mundane and magical energy type.
Adhesive Creature
This creature is the embodiment of glue, sap, gum and resin. Sticky: All disengage checks against the creature are made at -4. Melee attacks against creature bestow Stuck condition on limbs and items striking the creature. The creature disengages normally. Stuck creatures may use solvents to attempt to disengage. On natural odd hit with melee attack, bestow Stuck condition on target.
Adaptable Goblin
Afflicted Creature
This creature is the victim of some horrible curse, disease, or poison that has left the creature as a shattered husk of its former self. Afflicted: This creature role changes to mook (1/5 of original hitpoints, deals 2/3 of original damage). If it's already a mook, it gains Weakened condition and its level is reduced by one.
Anathema Creature
This creature has the ability to curse any creature it touches or that touches it. Cursing Touch, melee attack vs. PD—Target creature becomes Confused (save ends on 16+). Natural 16+, the target is cursed in unique way that requires perseverance, quest or intervention of higher power to overcome. Sample curses include: aversion to sunlight, fear of open spaces, fear of heights, fear of closed spaces, compulsive lying, fear when facing particular (common) opponent type.
Apex Predator
This creature is the most formidable hunter in a group. Superior Threat: This creature becomes double strength creature (double strike damage and hitpoints). Additionally it gains Fear threshold as per its level. Miss: Unless already present, this creature deals (level) damage on a miss.
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Ashen Remains Creature (lvl +1) This undead creature is the animated ashes after a cremation. Engulf, Choke and Burn vs. PD—Upon successful attack this creature engulfs target opponent, choking and burning them. The target takes level times d6 damage per round, half of which is fire, and half of which is the result of smothering. Undead: This creature type changes to [Undead]. Flight: This creature movement type changes to flight. Burning Ash Form: This creature is immune to physical damage, takes d6 per attacker level damage from liquids and wind-like attacks, and fire damage heals it instead.
Banshee Creature (lvl +1)
This undead creature is the enraged spirit of a female who either betrayed those she loved or was herself betrayed. Undead: This creature type changes to [Undead]. Ghostly: Basnhee creature becomes incorporeal losing all physical modes of attack. This creature has resist damage 16+ to all damage (even holy damage) except force damage, which damages it normally. This creature can move through solid objects, but it can't end its movement inside them. Flight: This creature movement type changes to flight. Fear Aura: This creature gains Fear threshold as per its level. Hear Heartbeat: All stealth attempts by living creatures against nearby banshee are one category harder (normal becomes hard, hard becomes ridiculously hard). C: Wail vs. PD—Once per minute, this creature may wail. All affected nearby creatures take 5 points of damage per banshee's level. Miss: The target creature is hampered for one round.
Beyondling Creature (lvl +1)
This creature has been corrupted by the powers of the planer maelstrom and the great beyond. Touch of Dissolution (apply to all attacks): Natural 11+: this creatures deals 5 (Champion tier: 10, Epic tier: 20) points of acid damage. Reflexive Dissolution: On first hit taken each round deal 5 (Champion tier: 10, Epic tier: 20) acid damage to each engaged opponent. Abhorrent Existence: This creature's nature has been so radically changed that it gains resistance to all attacks on 16+ and it is immune to critical hits. Repugnant Mind: This creature's mind is repulsive in its alien nature. Any ability targeting its MD or attempt to make any kind of mental contact invokes automatic counter attack vs. MD with the effect of being stunned on a hit for this creature's
Banshee Serpentfolk level number of rounds, or dazed for one round on a miss.
Blind Seer Creature (lvl +1)
This being is an oracle of the future and the supernatural. Commune with the World vs. MD—Five times per day this creature may ask a simple question. The target of the question, be it sentient being, animal, plant or item, shares its knowledge on a hit (nonsentient and not warded targets are hit automatically) via concise reply or, if the target is unable to speak, a short vision. On a miss no knowledge is shared, or, in case of sentient targets, false information may be provided. Truesight: This creature sees through all sight obscuring natural and magical effects making any notice checks at Normal difficulty. Request Patron's Assistance: Once per month, this creature may beseech their patron icon for assistance. The assistance takes a form appropriate for the patron, and should be treated as a separate encounter of one level higher than party's composed of the number of creatures equal to party numbers. Forewarned: Each round first attack against the oracle becomes automatically a miss (and the damage on a miss, if any, is reduced to zero) unless the attacker rolls 16+.
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Blinded Creature (lvl -2)
This creature was born blind or some affliction has caused it to become blind. Blind as a Bat: This creature automatically fails any sight-based notice checks. All other notice checks are reduced by one category to a minimum of Normal. Additionally, this creature moves at half speed (unless it prefers to risk falling prone*) and takes -4 penalty to attacks, AC and PD. * Prone creature takes -4 to AC and PD, and gets +4 to AC and PD against ranged attacks from Far range.
Bloodshackle Creature (lvl +1)
This creature can gain utter control over a creature via a special ceremony involving the creature's blood. Blood Domination: This process involves an hour long ceremony, in which the victim must be helpless. First, the bloodshackle creature cuts the victim and allows a small amount of blood to drop onto her (usually into the creature’s palm, paw, tentacle, or pseudopod). It then proceeds with a ceremony of uninterrupted meditation nearby the helpless victim, creating a magical bond between itself and the target. From now on, bloodshackle creature may, at will, issue telepathic orders or borrow senses within 25 miles. The victim enacts these orders to the best of their ability. Breaking the Blood Domination: The bond may be broken in several ways: through sheer will the victim is allowed to resist orders that are obviously self-destructive or force the victim to act against their strongest convictions, friends or kin; by use of a ritual magic targeted specifically to undo effects of Blood Domination, act of will by the dominator, death of the controller or intervention of an icon. The victim is granted four hard saves (16+) made over the course of the attempt to break free, and must succeed at one to throw the control for one day, and two to break it for good (obviously, the death of the controller requires no saves). In each case when their control is contested and as long as they are aware of the contest, the bloodshackle creature may attempt to re-establish control for a round by making a successful attack vs. MD of the victim and force it to perform a single action. This particular action cannot be resisted. The Blood Noise: Controlling too many subjects causes the bloodshackle creature severe discomfort due to constant buzz of incoming bits and pieces of thoughts. Therefore bloodshackle creatures of adventurer tier control only a handful, while Champion tiers take over most important individuals in an organization, and only the Epic tier controllers can take over small societies.
Bloodshackle Satyr Should the limit be exceeded, feel free to place bloodshackle in deep trance, go insane, become catatonic or suffer from debilitating headaches that make the control slip.
Using The Template
A bloodshackle creature is not designed to be used against PCs, it is designed to create a The Puppet Masters or Invasion of The Body Snatchers type of encounter where the PCs start seeing the results of a bloodshackle creature taking over a community, and being forced to fight innocent victims, allies, enemies, etc. It’s not about fighting the bloodshackle creature, it’s about fighting all the creatures it controls.
Broken Construct Creature (lvl 2)
This construct has been severely damaged or has degraded over time, even if repaired there is still something fundamentally wrong with it. A broken
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construct has no rebuild rules. Unreliable: This creature comically (or dramatically) fails each action, unless it rolls natural 11+. Falling Apart: Pieces of the creature fall off each time it receives damage. Each successful attack against it is an automatic critical.
Burned Out Creature (lvl -1)
This creature suffers from chronically incurable fatigue. This template can only be applied to creatures that require sleep and are not immune to sleep, fatigue or exhaustion. Fatigued: This creature is Hampered, moves at halfspeed and fails any action unless natural 6+ is rolled. Sleep Vulnerability: Defenses against effects inducing sleep are lowered by 4. If falls asleep, it cannot be roused for two hours.
Carcass Creature
These undead creatures are the animated remains of a bloated, liquefied corpse. A carcass creature’s rebuild rules are the same as its quick rules. Undead Ooze: This creature type changes to [Undead, Ooze]. Lose all attacks – gain Engulfing Hug instead. Engulfing Hug vs. PD-5 (champion: 10, epic: 20) damage plus chance to Paralyze and contract Blood Rot. Natural 11+: Paralyzed! The target is Helpless for one round. Natural 16+: The target contracts Bloated Rot. Flows where it likes: The ooze is immune to opportunity attacks. Ooze: The ooze is immune to effects. When an attack applies a condition to an ooze (dazed, hampered, weakened, ongoing damage, etc.), that condition doesn’t affect it. Bloated Rot: Terrifying magic disease. Requires treatment via ritual healing magic (hard check). Until cured, divide all recovery effects by two, and reduce victims total number of recoveries by one each day. The victim dies whenever the number of the recoveries reaches zero (affected creatures do not need to spend recoveries to heal from Staggered condition, and they can still recover them with long rest) and immediately turns into Carcass Creature.
Charming Creature
Some creatures are able to convince people that they are their best friend in the world. Enthrall Creature vs. MD—As per Bard's Charm Person spell. May charm only a single creature at any time.
Charming Fairy Dragon
Collapsing Creature
This creature can cause instability in the earth. This template can only be applied to creatures that are not related to elemental air. Collapse Ground vs. PD—Once per day this creature can create a conical sinkhole with radius and depth of 10 feet per level. On a hit, creatures within the area of the sinkhole fall prone and are buried in rubble (apply Normal impromptu damage for multiple targets, digging themselves out is a Normal difficulty task). If there are any structures within the area of the sinkhole, they also collapse (increase damage and digging out difficulty to Hard). Using this ability underground is downright dangerous (difficulty goes up to Ridiculously Hard, and the user of the ability is also affected. Finally, all buried creatures risk suffocation (subject to GM's adjudication). Miss: Take half damage and move to the edge of the sinkhole as an immediate action.
Combat Clairvoyant Creature
Some creatures can see the next move in a fight and act accordingly. Precognitive Advantage: This creature's initiative is
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increased by 8. Precognitive Sidestep: As an immediate action this creature sidesteps first successful attack each round (taking no miss damage). The sidestep attempt fails the attacker rolled natural 16+. Never Surprised: This creature always acts in surprise round or when ambushed. Exploit Weakness: This creatures either knows weak spot of their opponent, or happens to possess an item that will allow it negate opponent's resistance (or immunity), or at the very least knows immediately if they are over matched and should run.
Constructed Creature
Some constructs are little more than the essence of the martial type used and that of its final form. This template can only be added to non-construct corporeal creatures. Construct: Change creature type to [Construct]. Tough but Clumsy: +3 AC, -3 attack. Golem Immunity: This creature's immune to effects. They can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage. You can damage them, but that’s about it.
Cowardly Creature (lvl -1)
This creature is easily spooked and more often than not runs away rather than staying to fight. Cowardly: This creature always attempts to avoid combat, remaining passive when challenged, withdrawing from any confrontation and running away at the first sign of hostility. If they cannot disengage, they will fight under Dazed condition.
Cunning Creature (lvl +1)
This being is exceedingly sly for one of its kind. The base creature must be intelligent. Skilled Tactician: +6 AC. Add terrain feature (a trap, patch of difficult terrain, environmental hazard or a natural condition favoring this creature), and let the creature use it to their advantage. Learn Weakness vs. MD—This creature learns, discovers or divines a fact about their opponent that can be used to creature's advantage. If the opponent's weakness is not easily defined, apply Weakened condition whenever fighting cunning creature.
Crypt Thing Creature (lvl +1)
These undead creatures are undead creatures found guarding tombs, graves, and crypts. Necromancers and other spellcasters create them to guard such areas, and the crypt things never leave their appointed lairs, even to pursue enemies.
Crypt Thing Human Fighter C: Teleporting Burst vs. MD—Once per day this creature may scatter all nearby creatures teleporting them to randomly determined locations. An affected creature is teleported in a random direction (roll 1d8, with 1 indicating north and the other numbers indicating compass directions going clockwise) and a random distance (1d10 × 100 feet) away from the ability user; determine each creature’s direction randomly. A teleported creature arrives in the closest open space to the determined destination, but must appear on a solid surface capable of supporting its weight. If there is no appropriate destination in that direction, the creature does not teleport at all. R: Dimension Door: Three times per day, this creature can teleport to a far away location it can see. Undead: Change creature's type to [Undead]. Fear Aura: This creature has fear aura as per its level.
Darkwalker
This creature cannot stand the light of the sun. Dark-Adapted Sight: Can see through any kind of darkness up to far range (or 60'). Sunlight Powerlessness: If the creature is in sunlight
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(but not in an area of daylight or similar spells), it cannot attack and is Weakened.
Deafened Creature
This creature has grown accustomed to the drawbacks and advantages of being deaf. Deafened: Immune to sound-based abilities. Fails automatically any sound-based notice check. It either knows sign language or is so adept at expressing themselves through gesture that neither their spellcasting nor their ability to communicate are impaired.
Death-Scavenger Creature
Some creatures feed off the power generated by the moment when a soul leaves a body. Death Devourer: Whenever a nearby living creature dies, this creatures automatically uses Death Devourer attack as a free action against all nearby creatures. [Special trigger] C: Death Devourer vs. PD—5 necrotic damage (Champion tier: 10 damage, Epic tier: 20 damage). Scavenger's Knell: Whenever within a reach a helpless target, once per round and as a swift action, this creature may touch the target and execute Scavenger's Knell. [Special trigger] Scavenger's Knell vs. AC (adjusted by Helpless condition)—coup de grace the touched target. If the target dies, this creatures gains 5 hitpoints per target's level (hitpoints in excess of this creature's maximum disappear after one hour).
Deep Exile (lvl +1)
Cursed for their evil deeds upon the land, these exiles are condemned to a life in the briny depths. Aquatic: The creature undergoes metamorphosis that allows them to survive, swim and use their senses in its new environment. The changes include also ability to perform claw attacks, drain blood and also pangs of insatiable hunger. Two Claws vs. AC—Deal normal damage. If both attacks hit, the target is grabbed and this creature may use blood drain as a free action. Blood Drain: This creature begins to feed voraciously, inflicting automatic damage (as per single claw attack) each round. They will take no other actions until the target drops dead or escapes the grab. Perpetual Hunger: This creature suffers from pangs of terrible hunger. If does does not feed for the number of days equal to its level, it dies. Additionally, each days passing without feeding causes it to lose 5 hitpoints (regained during next
Death-Scavanger Half-Orc Barbarian feeding). Finally, this creature can be reasoned with only as long as it hasn't taken any damage from hunger.
Disorienting Creature (lvl +1)
This creature disorients its opponents that come near it or are struck by its attacks. Disorienting Aura: All engaged creatures are subject to automatic Disorientation attack each round. Additionally, all attacks of this creature (this includes also ranged attacks and spells) gain the following: Natural 16+: This creature makes a free Disorientation attack. C: Disorientation vs. MD—The target is Confused for one round.
Divine Creature (lvl +1)
This being has been touched by the power of a deity or ethos. Champion for the Cause: Whenever facing enemies of the cause, this creature gains +6 AC.
Divine Furnace Creature (lvl +1) Some constructs are driven by a powerful furnace of
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divine power. This template can only be applied to constructs. Blazing Innards: A divine furnace creature's interior body is filled with a fiery liquid similar to molten iron. If struck by engaged or nearby attacker, this creature an immediate action performs one of the following actions (if the result is not applicable, the action fails) – roll d6: 1-3. C: Molten Splash vs. PD (1d3 engaged or nearby attackers)—Inflict damage as per creature's level. The damage is of magic, fire and holy types. Occurs only if escalation die is 1 or higher. 4-5. C: Fiery Eruption (all nearby creatures)— The creature bursts into blazing inferno. Inflict damage as per creature's level. The damage is of magic, fire and holy types. Occurs only once per encounter and only if escalation die is 2 or higher. 6. C: Smoky Burst (all nearby creatures)—Thick cloud of toxic smoke rendering sight useless within 60 feet. Living creatures must close their eyes and hold their breath or take 5 damage (Champion: 10, Epic: 20) damage per round. The cloud dissipates 3 rounds later. Occurs only once per encounter and only if escalation die is 3 or higher.
Eldritch Tentacle Creature (lvl +1)
This creature has been changed by powers beyond the comprehension of the mortal races. Ooze: This creature type changes to Ooze. Tentacles: All attack forms change to tentacle lash attacks. Tentacle Lash vs. AC (any nearby creature)— Damage as per previous attack plus Random Spell Effect as a free action. [Special trigger] Random Spell Effect: Roll d8 and consult the chart below. 1: Instant Friend vs. MD—Target loses will to fight and is affected as per Bard's Charm for 1d4+1 rounds. 2: Shocking Touch vs. PD—Lightning damage. 3: Burning Touch vs. PD—Fire damage. 4: Freezing Touch vs. PD—Cold damage. 5: Dissolving Touch vs. PD—Acid damage. 6: Panic Touch vs. MD—Target flees for 1d4+1 rounds. 7: Nauseating Touch vs. MD—Target is Weakened for 1d4+1 rounds. 8: Disorienting Touch vs. MD—Target is Confused for 1d4+1 rounds.
Eldritch Tentacle Giant Spider
Enticing Creature
This creature has a supernatural lure that can cause nearly any creature to seek it out and become its victim. R: Attraction vs. MD (1d3 nearby or far targets)— The enticing creature can choose to emanate magical vibrations that attract living creatures. Affected creatures feel elated and pleased to be near the enticing creature and desire to touch it. The compulsion to stay in the area or touch the enticing creature is overpowering, and victims will fight to follow their urges. Those affected will neither harm the enticing creature nor defend themselves against its attacks. If an unaffected character spends a full round shaking an affected one, the victim is entitled to a saving throw, shedding the compulsion completely. Failing the first saving throw means that subsequent attempts to release the affected, even if successful, will succeed only temporarily (for about 5 minutes) and the compulsion to seek the enticing creature shall return – in such case the victim must spend over 24 hours outside of the reach of the enticing creature to become completely free.
Executioner Creature (lvl +1)
This creature has been used so often in the ritual execution of prisoners that it has gained unique powers. Absorb Life vs. PD—Each round, as a move action, executioner creature may call to a target already subjected to Spiritual Noose. On a hit, this target takes 5 points of damage (Champion tier: 10, Epic tier: 20) and executioner creature is healed for the same amount of damage. This damage is in addition to any damage dealt by Spiritual Noose (see below). Anchored: Any creature subjected to Spiritual Noose is limited to mundane means of moving. All other attempts to move fail. Spiritual Noose: Any successful melee attack allows
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executioner creature to attack with Spiritual Noose as a free action. [Special trigger] C: Spiritual Noose vs. MD—a semi-transparent noose forms around target's neck. This creature takes 5 points of ongoing damage (Champion tier: 10, Epic tier: 20). Escaping the noose is a Hard check. The noose also disappears if called off by executioner creature or if the executioner creature dies.
Faceless Creature
This creature has no facial features and has the ability to remove the facial features of creatures it touches. Faceless: In its natural state, this creature's face is an empty and menacing expanse of smooth skin. This does not affect faceless creature ability to feed or breathe. If this creature already possesses stolen facial features, it may remove them at will and store in a container. Stolen body parts do not decay. "Worn" stolen body parts are automatically recovered upon faceless creature death, at faceless creature will or if a container is broken and the body parts are placed against anyone's face (note: this means that potentially someone may acquire second nose, third eye and so on). Facestealer: On any successful melee attack, this creature as a free action can use Facestealer attack. [Special trigger] Facestealer vs. AC—Steal a part of target's face. Roll d6: 1: a cheek, 2: an eye, 3: a nose, 4: mouth, 5: an ear, 6: hair or distinctive mark; reroll any already stolen body parts. It replaces stolen part with a patch of smooth skin. Loss of both eyes inflicts blindness, loss of nose causes blocks sense of smell, loss of mouth restricts ability to feed and drink with potentially disastrous results, while loss of both mouth and nose leads immediately to last gasp saves and suffocation after four failed saves. Affected creature may be still saved if an appropriate opening is made in its skin. Curse of Blank Face vs. MD—Instead of making an attack, faceless creature inflicts a curse on a touched victim. From now on, cursed target is subject to a single Facestealer attack per day until either all facial features are stolen, the target dies or the faceless creature dies.
Fascinating Creature
This creature is so unique and unusual that other creatures cannot help but stop and stare. C: Fascinating Gaze vs. MD—The victim cannot avert their eyes from this creature and is Stunned until a Hard (16+) save is made. Also all social interactions aimed to thwart this creature's initiatives are one category harder.
Fascinating Dryad
Foul Creature (lvl +1)
This creature imbues vile substances and excretes toxic and rank-smelling fumes. Snake Mouth vs. PD—The creature can open like large sack of muscle and skin, and swallow any object up to its own size as a Standard action. Getting out of the meat sack is a Normal difficulty check, one category harder per each step on size difference. Also, swallowed creatures are subject to Vile Stench (see below). C: Projectile Vomiting vs. AC—This creature can violently constrict its muscles, expelling swallowed objects with great force. The expelled object and the target take standard melee damage. C: Vile Stench vs. PD (free action, all nearby and swallowed living creatures)—5 (Champion tier: 10, Epic tier: 20) damage from poisonous fumes and affected creatures are Hampered for one round.
Frozen Corpse Creature (lvl +1)
These undead creatures are the animated remains of creatures that have frozen to death. Undead: This creature type changed to [Undead]. Freezing Touch: As a free action after a successful attack, this creature can use Freezing Touch.
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[Special trigger] Freezing Touch vs. PD—5 cold damage (Champion tier: 10, Epic tier: 20) and take -4 to AC and PD due to stiffened limbs. C: Cold Aura vs. PD (free action, all engaged creatures)—5 cold damage (Champion tier: 10, Epic tier: 20) Ice-walk: A frozen corpse creature can move across icy surfaces with ease and does not need to make any checks to run or charge on ice or snow.
Glassilisk Creature
This creature's gaze can turn other creatures into glass. Glassilisk's stare: When a glassilisk creature hits a creature in melee, it can make a glassilisk's stare attack against the target as a free action. [Special trigger] C: Glassilisk's stare vs. PD—The target starts making last gasp saves. On a fourth failed save, the target is turned to glass permanently. Constructs and undead are immune to this effect. Blood of a single glassilisk creature can restore life to up to d3 such victims. Consume Glass: A glassilisk creature can consume glass to derive sustenance. It can also burrow through glass at the rate of one feet per round.
Glassilisk Creatures and Other Material Types
You can easily exchange the type of material a glassilisk creature’s gaze attack transforms a creature into with another material type, though it is not recommended that it be any more delicate than glass. A PC should at least have a chance of being transformed back into its natural state; but figures of gold, wood, ivory, bone, and even paper could be created.
Gnawing Creature (lvl +1)
These creatures are capable of chewing a creature into minute pieces; this simple template can only be applied to creatures with the grab special attack that also have a bite attack. Chew Creature: When a gnawing creature executes a successful grab, it may follow-up with a free Chew Creature attack. [Special trigger] Chew Creature vs. AC—The target is grabbed and suffers automatic 10 points of damage each round (Champion tier: 20, Epic tier: 40). Any targets that die while being chewed, are instantly consumed, and their remains, along with equipment, pass into gnawing creature's stomach.
Green Guardian
This creature has been granted guardianship over a single
Gnawing Tyrannosaurus Rex geographic area of forest by a deity or ethos of nature. C: Curse of the Green vs. MD—The target starts making last gap saves. On a last failed save, the target the target of this curse suddenly stiffens. Their skin turns to bark, their toes dig into the ground as roots, and their fingers become branches and twigs. The victim's face is turned into a wooden mask on the trunk of the tree. The target can still speak, and may even cast at-will spells, but otherwise they are transformed into a rather ordinary tree. The curse can be called off by a ritual performed by the Green Guardian or a willing druid.
Grim Reaper Creature (level+1)
Known by many names throughout nearly all cultures, grim reapers are the personifications of death and all the pain and fear associated with that state. Double-Strength Creature: This creature is double strength opponent (multiply damage and hitpoints by two). Reaping Strike vs. AC—Deal normal damage ignoring all damage resistances and immunities. At will, channel Death Touch as a free action. [Special trigger] Death Touch vs. PD—Target's life bursts suddenly out in great spurts of blood. The target is Weakened until they spend a recovery to heal this condition. Aspect of Death: There are different types of Grim Reapers. Select the type of the Grim Reaper (or roll d10), remember that the level of the aspect cannot exceed that of Grim Reaper. Level: Grim Reaper Aspect: 1: The Hunter: Truesight: This creature sees through illusions and concealment. Keen Sense of Smell: This creature can track due to keen sense of smell. 2: The Stalker: The One Behind You: This Reaper becomes
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visible as a quick action. Unless they maintain their visibility from round to round (quick action), they become invisible again at the end of their turn. 3: The Master of the Dead – This Reaper can be often seen in times of great plague. They usually march recently dead to their graves. Also, this Reaper can usurp control of any Undead creature of lower level. Usurp Control vs. MD—Animate if necessary, and Charm as per Bard's Charm Person. Works only on dead and undead creatures. 4: The Chess Player – This Grim Reaper likes diplomatic discourse and games. It often offers to potential victim the play for their victim's life. Also, this Grim Reaper accepts bribes (for example, lives of other creatures). Master Player: Increase difficulty of winning any game against the Chess Player by two categories. Note that Chess Player often prolongs games or loses on purpose if they find engaged individuals interesting enough to spend more time in their company. 5: The Valkyrie – This Grim Reaper arrives to battlefields to harvest worthy warriors. Taking the shape of armored female warrior on flying stallion, they descend on battlefield bringing death to heavily wounded or to fight alongside heroes against overwhelming odds. 6: The Princess – This Grim Reaper takes a form of a little playful girl or a sombre young maiden. It likes to play with sickly children or to keep the company of the elderly. It is also said to spend a day once per century as a mortal to keep company of select individuals. It departs during the night or at the dawn taking the soul of the one they spent time with. The princess may be convinced to leave without reaping the soul if she overstayed her allotted time or if she allowed her feelings get in the way of her duty. 7: Moira, one of the Fates – white-robed incarnations of destiny that cut the thread of life with silver shears. 8: Horseman of the Revelation – This is the herald of end times. On a pale horse it rides, announcing the fall of cities, societies and civilizations. According to some tales, this Grim Reaper takes a human form and spends a day among common folk prior to uttering the prophecy. Identifying them and through means of diplomatic discourse may delay the onset of the calamity, yield time to evacuate the innocent or prevent the disaster altogether. Prophecy of Doom: With the voice like thousands of whispers, this creature foretells a great calamity. The calamity takes place at the appointed time. 9: Mask of Red Death – The reckoning for the - 12 -
Grim Reaper Human Wizard mighty. The death that comes after the powerful and corrupt. Brush of Red Robes vs. PD—At any time after the hit within less than 24 hours, Red Death may trigger the last gasp saves at anyone who touched the robes. 10: Black Death, also represented as Plague Maiden
or Plague Wind – This is a Grim Reaper that brings plague to cities. It often travels in company of rats, on black horse. It can also appear as a melancholic lady in white, or manifest as a black wind. Its coming is usually heralded by thousands of rats escaping the sewers, and its mere presence infects everyone with Black Death sickness. Black Death Aura vs. PD (all creatures up to Far distance)—The victim is infected with Black Death plague. Make last gasp save each day – the first failed save indicates appearance of symptoms (fever, chills, swollen glands, blackening of extremities), the second and the next indicate progression of the sickness. If the number of the failed saves exceeds affected creature's level, it dies. If the affected creature makes three saves, it survives. Ghostly Undead: The type of the creature changes to [Undead]. Grim Reaper creature becomes incorporeal losing all physical modes of attack. This creature has resist damage 16+ to all damage (yes, even holy damage) except force damage, which damages it normally. This creature can move through solid objects, but it can't end its movement inside them. Fear Aura: This creature has a fear threshold as per its level. Manifest Weapon: At any time Grim Reaper may, as a quick action, manifest a weapon. This weapon ignores all damage resistances and immunities. The weapon usually takes the shape of a scythe, however exceptions, usually based on folk fairy tales exist. For example: a sickle, a large executioner's axe or sword, a wicked curved knife, a pair of small silver shears or a great buzzing device with jagged teeth whirling around a blade. If the Grim Reaper willingly let's go of the weapon, the weapon can be picked and used by another creature.
Hellfire Creature
This being is infused with the flames of damnation to serve punishment for the powers of good or evil. Hellfire: All melee and ranged attacks of this creature are infused with hellfire. The damage dealt by this creatures counts as magical fire, holy/unholy (depending on the patron of Hellfire Creature). Hellish Persistence: As long as this creature is engaged with the target its punishment, it heals 5 hitpoints (Champion tier: 10, Epic tier: 20) per round as a free action.
Herald of Woe
This creature is a harbinger of ill fortune and doom.
Herald of Woe Harpy C: Doomed Fate vs. MD—For the duration of encounter, all creatures up to Far distance from this creature, roll two dice for attack, always choosing lower result. C: Perils of Woe vs. PD—Target creature is immediately subject to an accident. Roll d6 to determine the nature of the accident, reroll inappropriate results, deal damage as per Herald of Woe's level: 1 – The victim falls into a deep pit, 2 – stuff falls from great height, 3 – a magic item loses its power, 4 – The victim is stricken deaf and mute, 5 – The victim is stricken blind, 6 – The victim becomes Confused. The accident effects pass upon death of the Herald of Woe or when 24 hours pass.
Hive Creature (lvl +1)
This creature has become the nest of a swarm of other creatures. Swarm Nest: Hive creature houses several swarms of poisonous insects or appropriately smaller creatures. On command the swarms emerge and attack in melee. Swarm Attack (melee attack, natural 11+): A swarm emerges from the hive creature attacks the target dealing 5 points (Champion tier: 10, Epic tier 20) ongoing damage and causing the target to become Hampered. The swarms attacks until the opponent takes a standard action to remove the swarm and succeeds on a save. After combat, the swarm returns to its host. The number of available swarms is limited to the hive creature level. Fear Aura: Activates upon emergence of a swarm.
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Fear threshold as per hive creature level. Self-Repair: As long as hive creature hasn't expended all uses of Swarm Attack, the swarms repair it from within. The repairs heal 5 points of damage (Champion tier: 10, Epic tier: 20). This is a free action, and the repairs can occur only as many times as the creature has levels, before the creature needs to rest. Vulnerability to Water: Rain (or being drenched) makes Swarm Nest abilities and attacks unusable. Full immersion kills swarms and requires at least a day to recover (in case there is a swarm nearby).
Hoard Creature
This creature's avarice is so great that treasure adheres to its body like a second skin. Glittery Garments: Hoard Creature wears its hoard like a second skin, making it easier to hit and harder to hurt (-3 to all defenses, +40% HP boost). Shinies! This creature can claim someone else's items with but a touch. All melee attacks gain this property Successful attack, natural 16+: One of the items belonging to the target is added to hoard creature collection. Roll d6: 1—an item wielded in target's primary hand, 2—an item carried in target's secondary hand, 3—something worn on head, 4—a clasp from target's cloak or trouser belt (the affected item gently lands at target's feet), 5—an important part of armor or garments (-3 to defenses or a major reveal and 1 to defenses; target's choice), 6—gold. The items can be recovered once hoard creature is defeated, though some repairs may be necessary.
Hungering Darkness Creature (lvl+1)
The hungering darkness creature has been enveloped in planar rift that appears like a cloud of darkness that contains vicious claws that reach forth to grab at foes. Grasping Claws: Hungering darkness creature gains a free Grasping Claws attack each round. Grasping Claws vs. AC—Normal damage plus the target creature is grabbed. Grabbed creatures vanish from the sight in the dark rift, taking 5 damage (Champion tier: 10, Epic tier: 20) per round as unspeakable things feast on them in absolute darkness. The grabbed creature can take actions as per grabbed status, however it is blinded by darkness. It is possible to attempt to grab an ally and attempt to pull them out, however this subjects the valiant rescuer to both an attack of opportunity and the same damage per round as the grabbed friend.
Hungry Nightmare Pixie
Hungry Nightmare Creature
Eyes are the window to the soul—and they are also the conduit by which a hungry nightmare creature feeds. They always have dark, nearly bottomless pits instead of eyes (though this does not hamper their vision). Part of its otherworldly nature is poisonous to most other creatures. Dream-Consuming Gaze: When a hungry nightmare creature hits a creature, it can make a hungry nightmare's Dream-Consuming Gaze attack against the target as a free action. [Special trigger] C: Dream-Consuming Gaze stare vs. PD*—All intelligence or charisma based checks are one category harder (this is cumulative, with the two category penalty being the worst possible penalty). In order to recover from this predicament, you need a peaceful long rest. Achieving a personal goal also works. *If you are using the Dream Burning rules from Rite Publishing’s Coliseum Morpheuon the subject loses one goal, aspiration, or dream (in that order), as if the hungry nightmare creature had stolen a dream. Hidden Sting: One of the hungry nightmare's melee attacks deals 5 ongoing poison damage (Champion tier: 10; Epic Tier: 20).
Iconic Creature (lvl +1)
Some creatures can become a symbol of a deity’s power on earth. Icon of Faith: When you apply this template, choose an aspect of a deity’s, ethos’, or cult’s portfolio. The presence of an iconic creature whips the faithful of a deity, ethos, or cult related to that portfolio
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aspect into a state of religious ecstasy. The faithful become immune to fear while within line of sight of the iconic creature and gain benefits of Escalation Die. Domain-like Power: Select a single domain-like power this creature can use: Healing: This creature can heal for 20 hitpoints (Champion tier: 40; Epic tier: 80) once per encounter. Justice or Vengeance: This creature increases their miss damage by twice its level. Knowledge or Lore: This creature can reroll one attack roll per round. Life or Death: This creature adds Escalation Die to all saves it makes. Love or Beauty: This creature may beseech its Iconic Patron for aid. The aid takes the form appropriate for the patron and results either in automatic disengage check and distance increase to Far from opponents, appearance of reinforcements (two party-level allies make their entrance) or a single target that lost its life one round before miraculously survives. Protection or Community: This creature is immune to critical hits. Strength: This creature adds double Escalation Due to all damage it deals. Sun or Anti-Undead: This creature deals holy damage. Trickery or Illusion: This creature rolls a d20 at the start of combat. At any time, but only once per encounter, it may replace any result on d20 with their result. War or Leadership: Escalation Die starts one round earlier.
Ill Creature (lvl -variable)
This creature is suffering from illness, usually the common cold. This template can only be applied to creatures that are not immune to disease. Ill: This creature is sick. Make a save each day* (easy 5+ for common infections like cold, normal 10+ if the character is already Weakened or already ailing due to different source, or hard 16+ if the sickness is particularly difficult to overcome). First failure indicates onset of stronger symptoms (higher fever), second failure causes Weakened condition (already Weakened creatures treat second failure as third). Subsequent failures increase save difficulty by a single step cumulatively, until hard saves begin. Each failed hard save does 5 damage (Champion tier: 10, Epic tier: 20)** and healing hitpoints through the use of recoveries becomes impossible (also, the ill creature can no longer gain new recoveries through rest). At GM's discretion***, saves can be adjusted by +2 (comfortable rest and proficient medical aid) or -2 (strenuous effort,
Iconic (War) Clay Golem exposure to harsh environs). Ill creature needs three successful saves (that do not need to be consecutive) to reduce save difficulty by one step. Three successful saves at easy save mean full recovery. * Some illnesses take longer to incubate. The first save should be delayed until incubation period is over. ** Double or triple the damage for particularly harsh sicknesses. Alternatively, use Black Death rules present in Grim Reaper creature entry. *** Use of means that bring about instant or almost assured recovery, causes the save difficulty reset to easy immediately. Infection: Decide on conditions under which the illness spreads. If the conditions are met, this creature executes Contagion attack as a free action, though usually no more than once per encounter. [Special trigger] Infection vs. PD—If this creatures meets spreading criteria for passing infection (sneezing for flu, for example), the target begins making saves as per Ill description.
Illness Examples
Common Flu: Spread by sneezing, sharing meal utensils. Incubation period is d6 days. Initial save difficulty is normal, the second save difficulty is
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lowered to easy. Swamp Fever: Spread by mosquito bites or blood. Incubation period is 5+3d6 days. Initial save difficulty is easy, however curing completely requires five successful saves. Saves are made every two days. Initial symptoms resemble flu, further symptoms may include high fever, hallucinations.
Impaling Creature (lvl +1)
This creature’s natural armor has formed to create a long, jagged, spear-like protrusion on its body, usually on its forearms (biped), back (quadruped) or sometimes on its chest or even inside its body. This template can only be applied to a creature with the grab special attack. Impaling Attack: This creature can automatically executes Impaling Attack against any grabbed creature as a free action. Additionally, each disengage attempt automatically also automatically provokes a free Impaling Attack. [Special trigger] Impaling vs. AC—Deal normal damage.
Kyton-bound Creatures
This creature has one end of a living diabolic chain affixed to its body and soul with the other end attached to a cruel weapon. Barbed Chain: The kyton-bound creature can make a Barbed Chain attack as a move action. C: Barbed Chain vs. AC—Deal normal damage and the target creature is grabbed. For the duration of the grab, Barbed Chain attack cannot be used. [Special trigger] Barbed Constrict (only against already grabbed creature) vs. AC—Deal normal damage (remember to add bonus against grappled opponents). [Special trigger] C: Barbed Drag (only against already grabbed creature) vs. AC—Deal half normal damage, move and move the grabbed creature. [Special trigger] C: Barbed Throw (only against already grabbed creature) vs. AC—Deal normal damage, the opponent is violently disengaged and hurled nearby. Hitting another target is an option (requires additional attack vs. AC) Any creatures and objects hit take half damage.
Laughing Beast Creature
The deity or ethos of madness curses some creatures and blesses others. C: Maddening Laughter vs. MD (all living creatures up to nearby distance)—When a laughing beast laughs its cacophonous cackle, the affected suffer from uncontrollable bouts of painful, nerve grating laughter. This hideous laughter causes the affected also to fall prone* preventing them from taking any
Laughing Beast Roper actions, though not making them helpless. The laughter ends on a successful save, and one cannot be affected again by this attack for the duration of this encounter. * Prone creature takes -4 to AC and PD, and gets +4 to AC and PD against ranged attacks from Far range.
Lavawight Creature (lvl +1)
This creature is a horrifying blend of negative and fire energies. Elemental Undead: This creature's type changes to [Elemental, Undead]. Vulnerability: holy. Immune: fire, magical fire, negative energy. Resist damage 16+: When an attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Fire Aura: This creature emanates intense heat. Each round it can make a free Fire Aura attack. [Special trigger] Fire Aura vs. AC (all engaged creatures)—5 ongoing damage (Champion tier: 10, Epic tier 20), save ends. Lifefire: Each successful melee attack of lavawight creature may trigger free lifefire attack. [Special trigger] Natural 11+: A wound erupts with tongues of lifefire dealing 5 ongoing fire and negative damage (Champion tier: 10, Epic tier 20), save ends. No creature can be affected by more than one instance of lifefire, and creatures that can die only via specific means are Weakened instead of being hurt by it. Lifefire damage has the following properties: it heals slowly (requiring a long rest before it can be
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healed via recoveries), while magical healing heals only half as usual damage. Each time lifefire damage is dealt, the lavawight creature is healed by the same amount (excess points are lost). Pass through Fire: The creature may enter any source of fire and exit through any other source of fire within line of sight. Note: this is why lavawight creature tend to set fire to everything they see. Call Flame Snake: As a standard action, lavawight creature may command via voice and gesture, a snake composed of pure flame. It will slide out of a fire source leaving a 10-foot tall wall of fire in its wake. The snake must traverse a surface and can reach up to nearby distance. All flammable objects in its path are set on fire, and all creatures are subject to Fire Aura attack. Call Rain of Fire: A rain of flaming droplets falls for one round from the sky at the spot at Far distance, subjecting all nearby creatures and objects to a single Fire Aura attack. All flammable objects in this area are set on fire. The lavawight creature can maintain the Rain of Fire for up to 5 minutes at the cost of one standard action per round.
Legless Creature (lvl -1)
This creature was born without, or has lost the use of, its legs. This template can only be applied to creatures that have a bipedal, quadrupedal, or multipedal base speed, and cannot swim or fly. Prone: This creature is permanently affected by prone condition – its speed cannot exceed 5 feet per round, it suffers from -4 to AC vs. melee attacks (and it gains +4 to AC vs. ranged attacks from Far range).
Love-Scorned Creature (lvl +1)
Lich-Touched Creature
This creature has been granted a signature power by a powerful lich. Lich Touch vs. AC—Deal cold damage, and the target is dazed (normal save ends, 11+).
Locomotion Handicapped Creature
Love Scorned Human Sorceress
This creature’s limbs have been injured or malformed in such a way as to severely hamper the mobility of the creature. Locomotion Handicapped: All movement related checks are one category harder for this creature. Additionally, movement speed is reduced to 5 ft. per round.
This undead creature is what remains of the soul of a being that died as the result of a tragic romance. Undead: This creature's type changes to [Undead]. Ghostly: This creature becomes incorporeal losing all physical modes of attack. This creature has resist damage 16+ to all damage (even holy damage) except force damage, which damages it normally. This creature can move through solid objects, but it can't end its movement inside them. Life-Draining Touch vs. AC—Deal cold damage, love-scorned creature heals itself for 5 points (Champion tier: 10, Epic tier: 20), and the target is cursed to easily incite negative reactions (increase difficulty of all social checks by one category). The target is entitled to a save once per day to shrug off this curse. C: Hate-breeding Gaze vs. MD—The target is Confused, normal save ends 11+, and will seek to strike out against randomly chosen ally.
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Magnetic Creature
Some creatures have a strange power over ferrous metals. Magnetic Bubble: Magnetic creature can manipulate any target up to Far distance as long as it contains at least 15+ lbs of ferrous metal. The combat applications of this power are listed below. Noncombat uses are limited to one encounter and take significant time to execute (at least 2 rounds per manipulation). Subsequent uses require expenditure of a recovery or a short rest. Magnetic creature cannot affect anything that is one step larger or more than two times the weight of the magnetic creature. Dropping big rocks bound with chains is likely to work as long as the operator does not mind taking several rounds to move ta rock. R: Magnetic Bubble Push vs. PD—Push away a creature or an object violently away up to Far distance. If slammed against another object, deal normal damage to pushed target and half damage to the obstacle. R: Magnetic Bubble Pull vs. PD—Pull a creature or an object violently toward magnetic creature from up to Far distance. If slammed against magnetic creature, deal normal damage to pushed target and half damage to magnetic creature, though magnetic creature is free to drop the target earlier. C: Magnetic Bubble Burst vs. PD (all eligible targets nearby)—Violently push away dealing normal damage. No further uses of Magnetic Bubble abilities are possible until a short rest is taken or a recovery expended.
Molting Creature
This creature has a layer of skin that it can shed when it uses teleportation magic. This template can only be applied to living creatures with skin. Molten Teleport: As a standard action, molting creature can teleport leaving its Empty Skin Double behind three times before it needs a long rest. The teleport can be done anywhere within a range of sight. Empty Skin Double: This creature is a mook version of the molting creature. It acts on molting creature intentions until destroyed or until a minute passes, collapsing in a bundle of empty, non-animate skin.
Mucus Creature
Missing-Arm Creature
This creature has lost half of its arms on one side of its body. Handicapped: This creature lost one arm (or half of the arms). If these were primary arm(s), adjust level by -1, increase all Dexterity related tasks difficulty by one step and deduct from from AC and PD.
Mist Hunter
Mist Hunter Unicorn
This creature has adapted to effectively attacking its prey in the fog it creates. Mist Vision: This creature sees through fog or smoke type concealment. Create Fog: Mist hunter creature can create a dense cloud of fog, encompassing everything up to Far distance. Normal vision is impossible beyond 5 ft. (engaged/next to/behind distances). The fog lasts until willed off, dissipated by wind or until mist hunter creature stops maintaining it (one quick action per round).
This creature is covered in a thick layer of incredibly slippery mucus or slime. Slippery Curse vs. MD—The target is suddenly covered by the same mucus as mucus creature with the following effects: all carried items are dropped, all loosely attached objects detach and fall away. The affected creature can no longer hold anything, and every attempt at walking requires Hard check, falling prone on failure. All attacks that require putting weight into them (like punching) are Weakened. The curse can be removed only by thorough bathing in water or sand – anything else means that mucus returns. Slippery Mucus: This creature is immune to any effects, actions, spells that would restrict its movement (aside from total and instant entombment).
Mystic Creature (lvl +1)
This being is suffused with supernatural power. Supercharged: +1 to attack, +1 to all defenses, inflicted damage increased by ¼, hitpoints increased by ¼.
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Numinous Creature (lvl +1)
This creature has been touched, blessed, cursed, or made a pact with some greater power. Overwhelming Devotion to Purpose: Whenever this creature is subject to an effect that would sway it away from its goal, or restrict its movement while pursuing its target, the obstacle is overcome as a quick or interrupt action, unless an opponent rolls natural 16+. Caster: This creature's role changes to Caster. C: Mental Grip vs. MD—Target is grabbed, or if already grabbed, moved up to one movement distance. You can maintain the grab as a quick action once per round. R: Eldritch Firebolt vs. PD (creature or object up to Far distance away)—Deal normal damage vs. creatures up to Far distance away.
Parasite-Ridden Creature (lvl +1)
This creature is infested with a horrific host of parasites from nightmarish depths of the Plane of Dreams. Infest: Each successful melee attack by parasite-ridden creature has a chance of infesting struck opponent. Natural 11+: 5 ongoing damage (Champion tier: 10, Epic tier: 20) from several tiny, white leechlike creatures. It takes a move action and successful save, 11+, to rid oneself of this infestation. Infested Death: When a parasite-ridden creature is killed, its carcass instantly detonates, spraying its remains. What is most disturbing about the remains is that some of it still lives. These independent, eellike organs begin to swim through the detritus like a salmon moving upstream, toward living targets making free Infested Death attack against eligible targets. [Special trigger] Infested Death vs. AC (upon death of parasite-ridden creature, affects all nearby living creatures)—Each successful attack represents an eel-like organ diving beneath the skin of its target as if the skin were water, leaving nothing behind, but a small pucker. These targets are now considered infested. Organs that do not make contact die and dissolve instantly. Infested: Infested creatures cannot regain recoveries and make a hard save, 16+, each hour. Failure means taking 5 points of damage (Champion tier: 10, Epic tier: 20) until they die. Infested Spawn: Creatures slain by Infest attack or while being Infested rise 1D4 days after death as parasite-ridden creature. Curing Infestation: Any form of ritual cleansing, magic that cures diseases, mild poisoning or three successful saves (see Infested above).
Numinous Cloaker
Phase Creatures
This creature can phase in and out of this plane. Phase-in Ambush: This creature can always ambush an opponent (it always gets a free ambush round before initiative is rolled) though its action allotment is decreased by on move action. Phase-out, Phase-in: This create can phase out as a free action, and phase in as move action. While phased out, this creature may use a standard action to move, returning to a different place. Phasing Dodge: Phase creature can be hit only on natural 11+.
Preternatural Creature
Sometimes magic has a will of its own, causing it to manifest in a physical form so as to explore the nature of existence. Vulnerable: Non-magical weapons. Charged: This creature begins encounter already possessing momentum. Magic Eater: Increase defenses against magic effects by 6. May also cancel any magic effect affecting it by making an easy save, 6+, as a quick action. Gain momentum when either missed by magic effect or after a successful save. You may spend momentum to trigger any of special trigger attacks below. [Special trigger] Hurl Magic Bolts vs. PD (all nearby creatures)—Deal magic force damage. [Special trigger] Smash vs. AC—Deals double normal damage. [Special trigger] Rejuvenating Strike vs. AC—
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Deals damage and heals itself for double damage dealt. [Special trigger] Spring Strike vs. AC—Deals damage and then launches itself in the air travelling double move distance in the air. [Special trigger] Clap of Thunder vs. PD (all nearby creatures)—Deals 5 damage (Champion tier: 10, Epic tier: 20), everyone loses sense of hearing until the end of combat.
Primordial Creature (lvl +1)
This creature is filled with the power of the wild and untamed forces of the world. Keen smell: This creature can track by smell at +5 to check. Also, all attempts to use stealth in its vicinity are one category harder. Ferocity: +6 to attack. Primal: This creature loses ability to communicate.
Pyrrhic Creature (lvl +1)
This creature has been altered so that when it dies it explodes. Pyrrhic Victory: Upon reaching 0 hitpoints, this creature explodes using Pyrrhic Victory attack as a free action. [Special trigger] Pyrrhic Victory vs. PD (all nearby creatures)—This creature upon reaching zero hitpoints explodes dealing normal damage. Select the type of damage at the time of applying this template: fire, cold, lightning, acid, negative, thunder, force, holy, unholy.
Rabid Creature (lvl +1)
Creatures with the rabid template are mentally deranged, via wound, disease, or defect. They are in constant pain and attack anything and everything, destroying objects as readily as they do living creatures. Keen smell: This creature can track by smell at +5 to check. Also, all attempts to use stealth in its vicinity are one category harder. Berserker: When injured, this creature enter state of berserk rage. It continues to rage until it loses consciousness, dies or fails to find suitable objects of its aggression in its vicinity. While in berserk rage, this creature is not capable of communication, use of any abilities that require concentration, and rolls 2d20 for each attack, picking better result and making critical hits whenever both dice show natural 11+.
Resilient Creature
This being can endure an extraordinary amount of punishment. Blocker: This creature's role changes to Blocker.
Riven Magic Rakshasa Tough: Double hitpoints of this creature. Resist all energy attacks 16+.
Riven Magic Creature
This creature preys on magic the way parasites feed on their host. Immune to magic: This creatures takes no damage from magic attacks, magic energy attacks and is not affected by magic effects. Caster's Bane: This creature can, as an interrupt action and once per round, use Caster's Bane attack. [Special trigger] C: Caster's Bane vs. MD (any spellcaster in sight that is casting a spell)—Deal force damage and negate the spell (all resources committed to casting the spell are consumed). Drain Spell: Whenever this creature hits a spellcaster in melee combat, it can also use Drain Spell attack as a free action. [Special trigger] Drain Spell vs. PD (once per round only)—The caster loses one lowest level spell slot. Break Magic Item: Whenever this creature hits a an opponent in melee combat, it may also disable a random magic item in target's possession. Natural 16+: One magic item in possession of the target ceases to function. The magic item is not broken, merely its magic has been depleted. If a qualified magician engages in an appropriate magic-recharging ritual, the item will be restored.
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Rust Creature
This creature exists to corrode metallic objects. Scent Metals: This creature can scent (not track) metallic objects up to Far distance (all attempts to use stealth while wearing or carrying metallic objects are harder by two categories). Corrosive Touch: Each time this creatures hits with a melee attack, it also makes a free Corrosive Touch attack. [Special trigger] Corrosive Touch vs. PD (all metallic items in carried or worn by target)— Destroy all metallic items that are non-magical and subject to corrosion (gold, silver, adamantine, mithral and platinum, and similar, are immune to this attack). C: Corrosive Breath vs. PD (1d3 nearby creatures in a group)—Deal acid damage and destroy all metallic items that are non-magical and subject to corrosion (gold, silver, adamantine, mithral and platinum, and similar, are immune to this attack). This attack recharges on 16+.
Skinned-Hide Creature (lvl -2)
This undead creature is animated skin of a creature which has been turned into nothing but a trophy. Undead: This creature's type changes to [Undead]. Scrapper: +3 to attack, 70% of normal hitpoints. Engulf: Lose all attacks. Can only use Engulf, and if Engulf attack is successful, Blood Drain. Engulf vs. PD (a creature of the same or lower size)—Grab the target creature and wrap itself around it. This attack will be followed by free Blood Drain attack at 0 initiative count. Only one creature can be grabbed at any time. [Special trigger] Blood Drain vs. AC (grabbed creature, occurs at 0 initiative count)—Deal 20 damage (Champion tier: 40 damage, Epic tier: 80 damage).
Smoke Creature
A smoke creature resembles other, more normal creatures, from humans to horses to dragons. It is given life, in fact, when certain magics mix with the smoke from such a creature’s pyre, gaining a life of its own. In all other ways, a smoke creature is “born” with the instincts, intelligence, and personality of the creature it mimics. It looks like a smoky version of the base creature. Elemental: This creature's types changes to [Elemental]. Resist non-spell damage 16+: When a non-spell attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Smoke Body: This creature's speed is halved. Its size is effectively twice the original (consider one
category larger). Smoke creature cannot split (if two engulfed creatures move in separate directions, it must release one), it also cannot follow a creature that moves faster or immerses itself in a liquid. It can however enter through smallest cracks and compress itself to the size of a bottle. Engulf: Lose all attacks. Can only use Engulf, and if Engulf attack is successful, Steal Breath. Engulf vs. PD (a creature of up to one size larger)—Engulf target creature. Target creature is blinded until freed from this attack. This attack will be followed by free Steal Breath attack at 0 initiative count. This attack can affect one one-step larger creature, two same size creatures, and double this number per each category of difference toward smaller size. [Special trigger] Steal Breath vs. AC (engulfed living and breathing creature, occurs at 0 initiative count)—Enveloped creature makes last gasp save, 16+. On the first failed save, the target creature is staggered (though not taking any actual damage). On the second failed save, the creature becomes unconscious. There is no status change until the last failed, fourth, save, when the target creature dies. The saves continue until the target creature dies or is freed from Engulf attack.
Spined Creature (lvl +1)
This creature has a massive extension of spines, spikes and barbs. Spines and Barbs: On a natural odd hit with a melee attack, the opponent is subjected to Spiked effect. Natural odd hit: The target becomes Spiked. R: Spine Volley vs. AC (1d3 creatures in a group)—Target creatures becomes subject to Spiked effect. Spiked! creatures subjected to this effect take 5 ongoing damage (Champion tier: 10; Epic tier: 20) due to quills that are embedded in their flesh. To avoid taking damage, Spiked creature must take absolutely no actions during their round. Spiked! effect is cumulative. Removing Spiked effect is a normal difficulty task, however the victim still takes damage at the end of their round. To remove Spiked effect without causing any damage, one has to succeed at Hard difficulty. Note that the damage occurs at the end of character's round, therefore a creature removing Spiked effect from itself takes damage only once per effect (if they succeed at Normal difficulty) or none at all (if they succeed at Hard difficulty).
Splintered Creature
Some creatures’ natural defenses embed themselves in their opponents. Splintering: When a splintering creature hits a foe
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with a melee attack, slivers of its natural armor break off and become wedged in the subject’s body, and the opponent is subjected to Splinters effect. Natural odd hit: The target is affected by Splinters effect. Splinters! Creatures subjected to this effect take 5 ongoing damage (Champion tier: 10; Epic tier: 20) and are Hampered due splinters embedded in their flesh. To avoid taking damage, the creature affected by Splinters must take absolutely no actions during their round. Splinters effect is cumulative. Removing Splinters effect is a normal difficulty task, however the victim still takes damage at the end of their round. To remove Splinters effect without causing any damage, one has to succeed at Hard difficulty. Note that the damage occurs at the end of character's round, therefore a creature removing Splinters effect from itself takes damage only once per effect (if they succeed at Normal difficulty) or none at all (if they succeed at Hard difficulty).
Staggering Creature (lvl -1)*
This creature is suffering from a mental or temporal hindrance that does not allow it to function normally. Staggering: This creature is unsteady on its feet. It fails any action unless it rolls a natural 11+. Also, if it takes damage below its Staggered level, it loses consciousness. * This template has been slightly renamed in order to avoid overlap with existing health status.
Stealthy Creature (lvl +1)
This being has the ability to slip by unnoticed and attack from ambush. Stealthy: All notice checks made against this creature are one category harder. Stealthy Disengage: If this creature succeeds at Disengage check and then moves away in an area of already low (twilight, fog) or obstructed visibility (dense jungle, labyrinth of furniture), it automatically hides. Sneaky Strikes: If this creature ambushes an opponent, or if it strikes an opponent that is already engaged in combat with a different creature, its attacks may deal additional damage. Natural even roll: Deal 5 ongoing bleed damage (Champion tier: 10, Epic tier: 20), save end 11+.
Stinger Creature (lvl +1)
This creature has gained a power-poisoned barbed tail or stinger. Sting/Barbed Tail Strike vs. AC—Deal 5 ongoing poison damage (Champion tier: 10, Epic tier: 20), save end 11+.
Subterranean Huge Bronze Dragon
Subterranean Creature
This being has adapted to living in the mystical underground environment of the dark depths. Underground Adaptation: Subterranean creature may climb walls at its walking speed, it has also developed senses allowing it to normally function in total darkness (echolocation, ability to perceive heat emitted by living creatures). Resists spell damage, 16+.
Temporal Warden
This creature protects the timeline from paradoxes with the power granted him by the deity or ethos of time. Sense and Manipulate Temporal Eddies: This creature can sense presence of nearby time portals, temporal effects and interferences. It can also instinctively attempt to operate or take advantage of any temporal phenomena as Hard difficulty task. Temporal Prison vs. MD (single creature no larger than temporal warden, daily)—Deal damage and brutally force the target into state of suspended animation. The creature subjected to suspended animation is placed outside of time flow, and unless physically damaged (the creature can still be damaged and killed – temporal prison is more like deep coma than stasis), it will reanimate and function as normal if the temporal warden (not necessarily the same one) wills so, or the original temporal warden dies or leaves creature's time.
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Torturer Creature (lvl +1)
This being has the ability to inflict wracking pains with a single touch. Chastise: When torturer creature hits an enemy with melee attack, the torturer creature can also make a chastise attack as a free action. [Special trigger] Chastise vs. MD—Deal 5 ongoing damage, save ends 11+, and the target creature is also Weakened as long as it takes the damage. This ongoing damage automatically ends when the target creature loses consciousness. Terrifying: This creature has also Fear threshold as per its level. Additionally, all social checks made against a torturer creature are one category harder.
Totem-Bound Creature (lvl +1)
Some creatures are able to draw power from their ritualistic symbolic relationship to another creature. The Totem Item: This creature, using ancient rituals of totem magic, has invested an item with power that allows the owner of the item to call a powerful animal companion to their side as a standard action. Each totem can be used to summon only a single type of the creature, defined at the moment of item creation. Destruction or loss of the totem immediately sends away the companion. The totem must either touch totem-bound creature or be nearby and within line of sight of its owner to function properly, otherwise summoned creature is sent away one round after this condition is broken. The ownership of the totem can be passed only willingly and only through proper ritual. Totem-Bound Companion: See The 13th Age Roleplaying Game core book, Baseline Stats section. The companion creature stays until it dies or until it is sent away. Totem-Bound Bonus: As long as the totem-bound companion is present nearby totem-bound creature, both totem-bound companion and totem bound creature benefit from Companion Bonus (see The 13th Age Roleplaying Game core book, Companion Bonuses section). Totem-Bound Speech: Totem-Bound companion understands their master as if it was sentient and it obeys to the best of their ability.
ever discovered, it may attempt to perform one dramatic action in order to either escape or bring grievous harm to their former allies. The degree of drama should not exceed a threat of an encounter at one level higher than that of the party (in other words, players should stand a fair chance of countering it). Reversed Powers: If this creature has any special abilities related to its allegiance (divine spells, for example), it loses them and gain their opposites instead. An exception to this is if the Hidden Allegiance is in effect – the original powers continue to function, although their effects should be diminished and unreliable (requiring natural 11+ to succeed).
Turncoat Creature
Twin-Bound Creature (lvl +1)
This being formerly served a divine power but has since changed sides (such as a fallen angel or an atoned demon). Hidden Allegiance: At turncoat creature's discretion, it may hide the change of its allegiance. Attempts to divine true allegiance through magic means are one step harder. Dramatic Discovery: If this creature's true allegiance is
Temporal Warden Djinn
Some creatures have a twin with which they share a supernatural or psychic link. Death Spasm: Breaking a bond, such as caused by sudden death of the mate, sends surviving twinbound creature into murderous rage. Increase current hitpoints by a half of hitpoints total. Death Spasm lasts as long as there are any living creatures visible, and ends when this creature
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cannot find another target for five minutes. Dual Tactics: As long as both creatures are within Far distance of each other, they share their senses. This allows them to support each other with regard to field of vision, to speak without words to each other and to defend. Both creatures gain +3 to AC and +3 to attack as long as Dual Tactics are possible.
Two-Headed Creature (lvl +1)
This creature has a secondary head with its own sentience. Dual Action: This creature can take a second standard action every round. This second standard action cannot be converted into move action, though it can be converted into other actions. Dual Vision: As long as both heads operate normally, any attempt to surprise or use stealth against twoheaded creature is one category harder. Dual Mind: This creature takes only half damage from sources that target its MD. Any effect that targets MD must hit MD of this creature twice to succeed.
Unhinged Creature (lvl -2)
This creature suffers, is deeply disturbed and completely insane. NOTE: This template takes simplistic approach to a complex issue and should not be construed as based on real-life medical knowledge. Insane: An unhinged creature is mentally befuddled and cannot act normally. Treat as permanently and incurably Confused with the following exceptions: Natural 16+ on any action: This creature regains sanity for an encounter or five minutes (whichever lasts less) and can act normally. Natural 5- on any action: This creature's attention is captivated by something and it does nothing. Keys to Insanity: Pick one of the following aspects to further develop creature's background. Favored by the Deity or Ethos of Madness: If approached with appropriate reverence or prominently displaying holy symbols of the deity or sacred items of the ethos, this creature does not become aggressive, and may utter a cryptic and convoluted answer to address immediate concerns. Post-Traumatic Withdrawal: This creature has withdrawn into itself. It will not respond to any attempts to contact with anything else but extreme violence. Only the gentlest or most experienced negotiators may convince it to emerge from its shell. Neverending Hyperactivity: This creature is constantly focusing on different elements in its surroundings. While easy to approach, it is next to impossible to open a dialogue due to constant change of interest. Its responses are random, and
Two-Headed White Dragon often violent. Mad as a Hatter: This creature has constructed a narrow aspect of reality (like an everlasting tea party, or constant maintenance of exotic machinery) and shall interact with anyone who is able to guess or adjust to this aspect (pretending to be a guest to the party, or bringing delivery parts to the machine).
Vine Creature (lvl +1)
This creature has a symbiotic relationship with plant life. Its ability to regenerate or heal quickly allows plants to feed off its flesh. In return, the vine creature has developed the ability to manipulate the plants that take root upon its body. In battle, the vine creature uses these plants to entangle and harass its enemies. Grasping Vines: Each time this creature hits with a melee attack, it may as a free action immediately follow with Grasping Vines attack. [Special Trigger] C: Grasping Vines vs. PD—Vine creatures shoot vines that entangle the victim - the target is Hampered. Already Hampered targets are Grabbed. Grabbed characters are subjected to Verdant Tomb. Affected creature can spend a standard action to clean effects of Grasping Vines attack (excluding Verdant Tomb).
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Verdant Tomb! effect causes the characters to be Stuck as the vines bind them and seek to burrow into their flesh. The victim takes 5 ongoing damage (Champion tier: 10, Epic tier 20) each round. Characters that die by Verdant Tomb effect raise as Vine Creatures themselves. Escaping Verdant Tomb requires either successful Hard save (16+) or death of vine creature. Verdant Regeneration: This creature heals 5 (Champion tier: 10, Epic tier: 20) hitpoints at the start of their turn. It can regenerate five times per battle. If it heals to its maximum hit points, then that use of regeneration doesn’t count against the five-use limit. If a vine creature is hit by an attack that deals fire damage, it loses one use of its regeneration, and it can't regenerate during its next turn. Dropping a vine creature to 0 hp doesn't kill it if it has any uses of regeneration left.
Walking Fortress Creature (x)*
This creature is a massive representative of its species, that carries a small fortification affixed to its back; this template can only be applied to a creature with a minimum of 4 legs or uses four limbs while moving. * Level Adjustment: To assess total level, treat this creature as an encounter with multiple huge creatures, where the number of the creatures is based on the number of independent attacks that walking fortress creature can perform simultaneously during its round. Example: Default version Walking Fortress is capable of making Superior Trample, Slam and three Siege Attacks, therefore it counts as 5 huge creatures. Living Construct: This creature's type becomes [Former type, Construct]. Sum of Its Parts: While the shape of the creature is that of the original, mechanically this each huge piece should be treated as a huge creature by itself. Example: Titanic humanoid would be composed of huge forearms, huge upper arms, 2-piece huge chest, 2-piece huge abdomen, huge head, huge thighs and huge legs (thirteen huge creatures total). Each piece has the same hitpoints, defenses, attack and damage bonus, however not all pieces are capable of performing independent actions. Immunity to Magic: This creature is immune to any magic effect. Titanic Regeneration 5: Each huge piece of this creature regenerates at the rate of 5 hitpoints (Champion tier: 10, Epic tier: 20) per round. When the creature suffers damage to only some parts of the body, it instinctively redirects healing toward damaged parts. Split healing rate from healthy body parts among damaged parts. Once a part of the creature is brought below 0 hitpoints, it stops regenerating and becomes dormant (taking a day before it recovers). If it is brought below half of
hitpoints, negative, it is destroyed. Destroyed items take week to return to dormant state if at least one part is still functioning, however one functioning item can be bringing back only a single destroyed part at any time. Weakness: The only way to shut down incredible vitality of Walking Fortress, is to climb the fortress on its back, and there find or subvert control mechanisms. Example: On a blow to huge forearm, its basic regeneration would be increased by regeneration from all other body parts, making it thirteen times the normal regeneration rate. Superior Trample: This creature automatically tramples everything in its path. Therefore trampling requires only a move action to perform. [Special trigger] Superior Trample vs. PD (all creatures in walking fortress creature path)— Triple damage due to Huge size. All trampled creatures are Stuck until successful disengage check. Miss: Half of the above. Slam vs. PD (all creatures in a group)—Triple damage due to Huge size. After each successful attack creature time to realign itself for a next swing, losing ability to use Slam for one round. All target creatures pop away. Miss: Half of the above. Walking Fortress: The walking fortress creature is a mobile combat platform, allowing it to carry numerous warriors into battle with ease. While there are a number of unique walking fortress creatures, a standard example has three spires—the forward battle tower, command tower, and rear battle tower. Each spire is outfitted with a siege engine and a small crew of defenders. R: Siege Engine (three attacks, cannot be used against opponents engaged by walking fortress, 1d3 creatures in a group or 1 structure) vs. PD—Triple damage due to Huge size.
War Creature
This being has been created for nothing but combat and battle. Afterburner: This creature adds 3 to attack and all defenses. Reduce this number by the current value of Escalation Die. Once the creature's afterburner reaches -3, it shuts down for one round, becoming helpless. Afterward, it begins functioning at -3 penalty until it takes a long rest.
White-Haired Ghoul Creature
These undead creatures are always clothed in long, white garments and they always have long, white hair. Undead: This creature's type changes to [Undead]. White Haired Magic vs. PD (quick action)—Target creature is grabbed.
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Rejuvenation: When a white-haired ghoul is destroyed, its phylactery immediately begins to rebuild the undead creature's body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the ghoul awakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it. Living Phylactery: An integral part of becoming a white-haired ghoul is the creation of a living phylactery in which the creature stores its soul. The only way to get rid of a white-haired ghoul for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a white-haired ghoul can rejuvenate after it is destroyed. Whitehaired ghouls usually hide their souls in unwitting, innocent victims using them as living phylacteries. Each white-haired ghoul must create its own living phylactery by performing a ceremony for 8 hours each night between full moon till the next cycle of the full moon, during which time the intended living victim must be bound and helpless on the ceremonial alter.
Winterwight Creature (lvl +1)
Elemental Undead: This creature's type changes to [Elemental, Undead]. Vulnerability: holy. Immune: cold, magical cold, negative energy. Resist damage 16+: When an attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Cold Aura: This creature draws body heat at great speed. Each round it can make a free Cold Aura attack. [Special trigger] Cold Aura vs. PD (all engaged creatures)—5 ongoing damage (Champion tier: 10, Epic tier 20), save ends. Blightfire: Each successful melee attack of winterwight creature may trigger free blightfire attack. [Special trigger] Natural 11+: A wound erupts with tongues of black fire dealing 5 ongoing cold and negative damage (Champion tier: 10, Epic tier 20), save ends. No creature can be affected by more than one instance of blightfire, and creatures that can die only via specific means are Weakened instead of being hurt by it. Blightfire damage has the following properties: it heals slowly (requiring a long rest before it can be healed via recoveries), while magical healing heals only half as usual damage. Each time blightfire damage is dealt, the winterwight creature is healed by the same amount (excess points are lost). Pass through Ice: The creature may enter any body-
sized patch of ice and exit through any other patch of ice within line of sight. Note: this is why winterwight creatures tend to set freeze nearby water before commencing combat. Call Ice Centipede: As a standard action, winterwight creature may command via voice and gesture, a centipede composed of crackling ice. It will stalk out of any patch of ice and move toward objective leaving glistening path of slippery ice in its wake. The centipede freezes all nearby sources of water merely by passing it. Also, all nearby creature are subject of Cold Aura attack. Rain of Ice Shards: Ice shards rain down upon target area (effectively hitting all targets in vicinity of the target) doing 5 points of damage (Champion tier: 10, Epic tier: 20) per round of winterwight concentration. The winterwight creature can maintain the Rain of Ice Shards for up to 5 minutes at the cost of one standard action per round.
Wounding Creature (lvl +1)
The injuries inflicted by this creature are extremely difficult to heal. Recurring Wounds: Record the damage dealt by this creature during combat. The wounds reappear again precisely 24 hours later. Then they appear again. And so on. Nigh Unhealable: All wounds left by this creature fester, or at least heal incredibly slowly. All healing is only half as effective. Necromantic Curse: Both Recurring Wounds and Nigh Unhealable are necromantic curse effects. In order heal both, a knowledgeable person must conduct purification ritual that involves cleansing of body and spirit, and invocation to higher powers. Mar: This ability can be used when damage dealt by wounding creature (directly, indirectly and through reduction of healing) wold kill a creature affected would kill target creature. If the attack is appropriate (GM’s discretion) it can leave a vicious scar, permanently blind her (or only take one eye), leave a permanent aching sore, or remove an appendage. This applies to Recurring Wounds and Nigh Unhealable abilities.
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101 Not Simple Monster Templates (13th Age) Copyright 2011 Steven D. Russell; Authors Steven D. Russell and Patryk Adamski
It's a big, scary world out there, and for your players, it's gotten nastier. 101 Not So Simple Monster Templates gives you more options, more creative flexibility and more ways to just freak out
your players with new templates - itching to be added to any 13th Age Roleplaying Game monster. Enjoy simple templates like cowardly creature who just wants to run away (even if he is a tarrasque). The Walking Fortress which makes the monster really big and puts a citadel on its
back, and the Riven Magic Creature, who just wants to drain you of your spells and break your magic items. This collection brings you an even more vast array of new options to suprise even the most jaded of players with strange and exciting encounters. 101 Not So Simple Monster will give your party something to remember for a long time - if they survive!