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Each creature has one type, which broadly defines its abilities. Some creatures also have one or more subtypes. A creature cannot violate the rules of its subtype without a special ability or quality to explain the difference—templates can often change a creature’s type drastically.

The following types have changed from the original Pathfinder versions so use this instead of those. If a type is not listed here than it has not changed and you should refer to the Pathfinder version.

Table: Creature Statistics by Type

TypeHit DieBase Attack Bonus (BAB)Good Saving ThrowsSkill Ranks*Class Skills
Constructd10HD (Fast BAB)-2 + Int mod per HDNone
Dragond12HD (Fast BAB)Fort, Ref, Will6 + Int mod per HDAppraise, Bluff, Climb, Craft, Diplomacy, Fly, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Sense Motive, Spellcraft, Stealth, Survival, Swim, and Use Magic Device.
Oozed8HD × 3/4 (Medium BAB)-2 + Int mod per HDNone
Outsidersd10HD (Fast BAB)Varies (any two)6 + Int mod per HDBluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth plus 4 additional ones.
Undeadd8HD × 3/4 (Medium BAB)Will4 + Int mod per HDClimb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth.

* As long as a creature has an Intelligence of at least 1, it gains a minimum of 1 skill point per Hit Die. Creatures with an Intelligence score of “—” gain no skill points or feats.

 

Types


Construct

Table: Construct Size and Bonus Hit Points

Construct SizeBonus Hit Points
Fine-
Diminutive-
Tiny-
Small10
Medium20
Large30
Huge40
Gargatuan60
Colossal80

A construct is an animated object or artificially created creature.

A construct has the following features.

  • d10 Hit Die.
  • Base attack bonus equal to total Hit Dice (fast progression).
  • No good saving throws.
  • Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. However, most constructs are mindless and gain no skill points or feats. Constructs do not have any class skills, regardless of their Intelligence scores.

Traits: A construct possesses the following traits (unless otherwise noted in a creature’s entry).

Dragon

A dragon is a reptile-like creature, usually winged, with magical or unusual abilities.

A dragon has the following features.

Traits: A dragon possesses the following traits (unless otherwise noted in a creature’s entry).

Combat: A dragon possesses the follow combat traits (unless otherwise noted in a creature’s entry).

Table: Dragon Attacks and Speeds

SizeFly Speed (Man.)1 BIte2 ClawsGore2 Wings1 Tail Slap1 Crush1 Tail SwipeBreath Weapon (Line)Breath Weapon (Cone)Elemental Bonus to BiteElemental Bonus to all over Melee Attacks
Tiny100 ft. (avg.)1d41d3-----30'15'--
Small150 ft. (avg.)1d61d4-----40'20'--
Medium150 ft. (avg.)1d81d61d61d4---60'30'--
Large200 ft. (poor)2d61d81d81d61d8--80'40'--
Huge200 ft. (poor)2d82d62d61d82d62d8-100'50'+1d6 to 2d6+0 to 1d6
Gargantuan250 ft. (clumsy)4d62d82d82d62d84d62d6120'60'+2d6+1d6
Colossal250 ft. (clumsy)4d84d64d62d84d64d82d8140'70'+4d6+2d6
  • Bite: This is a primary attack that deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (even though it has more than one attack). A dragon’s bite attack has reach as if the creature were one size category larger (+10 feet for Colossal dragons).
  • Claws: These primary attacks deal the indicated damage plus the dragon’s Strength bonus.
  • Gore: As they are wingless, Medium and larger imperial dragons make gore attacks with their horns instead of wing attacks. A gore is a primary attack that deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus. An imperial dragon’s gore attack has reach as if the creature were one size category larger (+10 feet for Colossal dragons).
  • Wings: The dragon can slam foes with its wings, even when flying. Wing attacks are secondary attacks that deal the indicated damage plus 1/2 the dragon’s Strength bonus.
  • Tail Slap: The dragon can slap one foe each round with its tail. A tail slap is a secondary attack that deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (this is an exception to the normal secondary attack rules).
  • Crush (Ex): A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon’s space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus.
  • Tail Sweep (Ex): This allows a Gargantuan or larger dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).
  • Breath Weapon (Su): Using a breath weapon is a standard action. A dragon can use its breath weapon once every 1d4 rounds, even if it possesses more than one breath weapon. A breath weapon always starts at an intersection adjacent to the dragon and extends in a direction of the dragon’s choice. Breath weapons come in two shapes, lines and cones, whose areas vary with the dragon’s size. If a breath weapon deals damage, those caught in the area can attempt Reflex saves to take half damage. The save DC against a breath weapon is 10 + 1/2 dragon’s HD + dragon’s Con modifier. Saves against various breath weapons use the same DC; the type of saving throw is noted in the variety descriptions. A dragon can use its breath weapon when it is grappling or being grappled. Below lists a group of breath weapon:

Table: Dragon Breath Weapon

Dragon ColorBreath Elemental TypeBreath Weapon Type
BlackShadowLine
BlueWaterLine
BrownEarthLine
CrystalNon-elementalCone
GreenWindCone
RedFireCone
SilverHolyCone
WhiteIceCone
YellowLightningLine

Additional Dragon Rules:

  • Dragon Senses (Ex): Dragons have darkvision 120 ft. and blindsense 60 ft. They see four times as well as a human in dim light and twice as well in normal light.
  • Spells: A dragon’s caster level for its spells are equal to its total Hit Dice.
  • Damage Reduction: Dragons gain damage reduction as they age, as indicated on each dragon’s specific entry. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
  • Immunities (Ex): Every dragon is immune to sleep and paralysis. In addition, a dragon is immune to one or two additional forms of attack no matter what its age, as given in its description.
  • Spell Resistance (Ex): As dragons grow older, they become more resistant to spells and spell-like abilities, as indicated in the dragon descriptions. A dragon’s SR is equal to 11 + its CR.

Outsiders

An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence.

An outsider has the following features.

Traits: An outsider possesses the following traits (unless otherwise noted in a creature’s entry).

  • Darkvision 60 feet.
  • Outsiders gain alignment bonuses to overcomes damage reduction as if its natural weapons and any weapons it wields are chaotically, lawfully, good, or evil aligned based on their current alignment.
  • Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise deadreincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wishwishmiracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
  • Proficient with all simple and martial weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor.
  • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

Ooze

An ooze is an amorphous or mutable creature, usually mindless.

An ooze has the following features.

  • d8 Hit Die.
  • Base attack bonus equal to 3/4 total Hit Dice (medium progression).
  • No good saving throws.
  • Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. However, most oozes are mindless and gain no skill points or feats. Oozes do not have any class skills.

Traits: An ooze possesses the following traits (unless otherwise noted in a creature’s entry).

  • Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). An ooze with an Intelligence score loses this trait.
  • Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
  • Strong against physical, which reduces physical type damage by half.
  • Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
  • Some oozes have the ability to deal earth damage to objects. In such a case, the amount of damage is equal to 10 + 1/2 ooze’s HD + ooze’s Con modifier per full round of contact.
  • Not subject to critical hits or flanking. Immune to precision damage.
  • Proficient with its natural weapons only.
  • Proficient with no armor.
  • Oozes eat and breathe, but do not sleep.

Undead

Undead are once-living creatures animated by spiritual or supernatural forces.

An undead creature has the following features.

Traits: An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).

  • No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit pointsFortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
  • Darkvision 60 feet.
  • Absorb shadow damage.
  • Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
  • Immunity to bleed, disable, death effects, disease, paralysispoisonsleep effects, stunning, and zombie.
  • Not subject to nonlethal damageability drain, or energy drain. Immune to damage to its physical ability scores (ConstitutionDexterity, and Strength), as well as to exhaustion and fatigue effects.
  • Weakness to holy damage.
  • Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Dark energy (such as a dark spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  • Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
  • Not affected by raise spells or abilities.
  • Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
  • Undead do not breathe, eat, or sleep.
  • Undead creatures are powered by dark energy, thus lack a soul. Remember this when considering any spells or effects which reference “souls.”

 

Five Things Almost Everyone Knows About Undead

The following are a few facts that are considered common knowledge among civilized peoples.

  1. Most undead were once living. Knowing details about the phase of existence that preceded a creature’s undeath is often invaluable in determining its motives.
  2. Holy water damages undead as though it were acid. Distributed by goodly religious orders the world over, holy water is the only line of defense against undead for many commoners.
  3. Undead are invariably evil, unless created through means that are not evil or have the ability to affect their disposition.
  4. Undead are healed by dark energy and harmed by light energy.
  5. Undead are immune to numerous magical effects, including mind-affecting effects and abilities that affect a creature’s physical constitution.

Subtypes


Some creatures have one or more subtypes. Subtypes add additional abilities and qualities to a creature.

Aquatic Subtype

These creatures always have swim speeds and can move in water without making Swim checks. An aquatic creature can breathe water. It cannot breathe air unless it has the amphibious special quality. Aquatic creatures always treat Swim as a class skill. They usually have a vulnerability to lightning and resistance/immunity to water.

Archfiend Subtype

Archfiends are fantastic creatures with many exceptions to whatever their type may be. Archfiends possess a particular suite of traits (unless otherwise noted in a creature’s entry) as summarized here.

  • d12 HD, with maximized dice.
  • Fast BAB progression.
  • Good Fortitude, Reflex, and Will saves.
  • 8 + Intelligence modifier skill points per level.
  • Archfiends do not need to otherwise follow restrictions as governed by their type; an outsider with the archfiend subtype may, for example, possess undead traits, or require Knowledge (arcana) checks for a Blue Mage to learn its abilities, even though the archfiend is an outsider.

Avian Subtype

These bird like creatures usually have fly speeds and can move in the air without making Fly checks. Avian creatures always treat Fly as a class skill. They usually have a vulnerability to wind and resistance/immunity to earth.

Bomb Subtype

A Bomb is a being often composed of the elements or even pure arcane energy itself that possesses inherent levitation and explosive qualities. They are distinctly related to the elementals.

A Bomb has the following features:

  • Immunity to bleed, paralysis, poison, and sleep effects.
  • Because it has a somewhat shifting anatomy, it has light fortification (25% chance to negate) against critical hits and sneak attack.
  • Proficient with natural weapons only.
  • Bombs do not breathe, eat, or sleep.
  • Possesses the Float special ability, and Self-Destruct Extraordinary Ability (See Below).

Float (Su) Every bomb has the Float (always floating 5 feet into the air) status effect continuously unless unconscious or dead. This effect cannot be dispelled.

Self-Destruct (Ex) After each successful physical attack made against a bomb, the bomb increases in size by 1-ft. in diameter (the bomb increases Strength by 2 per physical attack, size increase lasts for 1d6+4 rounds); after the 3rd successful physical attack or reaches 0 HP due to a physical attack, the bomb explodes as an immediate action when reaching its closest target within range, destroying itself and dealing HDd6 points of elemental and/or physical damage to everything within a 15-ft.-radius burst (Reflex save DC is equal to ½ HD + CON modifier). At 10HD, this becomes a 30 ft. radius burst. At 20HD, this becomes a 60 ft. radius burst.

Boss Subtype

Bosses are tough, difficult, and royally demanding. All bosses have a ‘Limit Break’ called Burst Modes. These Burst Modes will increase themselves drastically and the GM can choose to have these in if they choose so. All bosses have higher stats, resistances, and saves than your average creature of that CR so beware when you decide to choose one of these creatures as your opponent.

A Burst Mode is an ability available to particularly dangerous monsters that functions much like a Limit Break, granting them a boost in power to turn the tide of battle. Creatures with a Burst Mode can activate it as a swift action, but only when at 50% health or less. They may activate their Burst Mode only once per battle, and may use it once per day, with an additional use for every four HD of the creature.

This subtype is part of the boss family tree and can be added onto any creature which gains the following traits:

  • HP with maximized dice with double health.
  • Fast BAB progression.
  • Good Fortitude, Reflex, and Will saves.
  • Absorb, Immunity, or Strong to one element. (For most cases)
  • Immunity to Banish, Daze, Gravity effects (reducing health by percentages or extremely low digits), Frog, Mini, Disable, Death, Paralyzed, Sleep, Stop, Stun, and Petrification/Statue status effects.
  • Cannot be summoned.
  • Triple treasure plus more listed below:

Table: Boss CR+ Rewards

Starting CRCR below 3CR 3 to 5CR 6 to 10CR 11 to 15CR 16 to 20CR 20+
Treasure Bonus to CR+1 CR+1.5 CR+2 CR+2.5 CR+3 CR+4 CR
Experience Bonus to CR-+ 0.5 CR+ 1 CR+1.5 CR+2 CR+3 CR

Cie’th Subtype

When a fal’Cie takes a mortal to be one of its l’Cie servants, that person is given a Focus to be completed. Should the l’Cie fail to fulfill this Focus before his or her brand advances to its final stage, that l’Cie becomes a Cie’th.

Mired in eternal sorrow and regret, and robbed of all free will, Cie’th are damned to wander the world unliving and undying, until their corrupted flesh at last can move no more. For Cie’th, there is no salvation.

The Cie’th are the non-sentient remains of a former l’Cie. They move on instinct and are hostile toward living beings, including their former friends, which makes them widely feared as they can wield magic. This is specially true to the Undying, a group of Cie’th whose hatred towards their former fal’Cie masters has made them all the more dangerous.

Only when they turn into Cie’th Stones do the Cie’th show some of their former humanity, mostly their regret of failing their Focus and asking somebody to complete it in their stead so they can rest in peace.

When chosen by the fal’Cie, a l’Cie is marked with an incomplete brand, a tattoo-like inscription. The brand completes over time, working as a timer for the l’Cie to complete their Focus, a mission dictated by the fal’Cie that branded them. Should the l’Cie fail, or the time runs out, the l’Cie loses their humanity and crystals cover and twist their body. Their heart is sealed in endless despair, a fate more torturous than death.

It is said the rate at which a l’Cie becomes a Cie’th depends on their psychological state: the more panicked and distressed, the faster they will turn. As time runs out the l’Cie brand sprouts arrows and eventually an eye, and when the eye is fully opened, the l’Cie is transformed. It appears that some l’Cie can partially transform into Cie’th willingly, taking on Cie’th-like qualities and sometimes keeping their minds. This mode of transformation can be reversed with help from an outside agency. Fal’Cie can transform humans instantaneously into Cie’th by branding them without assigning them a Focus.

It is possible for Cie’th to still complete their Focus. Over the course of years, the energy of a Cie’th may dry out, and they turn into a crystalline tombstone, unable to move about but gaining the ability to communicate and ask others to complete their Focus for them. These Cie’th Stones are found in abundance throughout Gran Pulse.

Cie’th are outsiders who live on the Material Plane.

Cie’th possess a particular suite of traits (unless otherwise noted in a creature’s entry) as summarized here.

  • Immunity to mind-affecting effects.
  • Damage reduction 5/adamantine or crystal.
  • Spell resistance 11 + CR.
  • Unlike other native outsiders, Cie’th have no need to eat, drink, or breathe.
  • Unlike other outsiders, all Cie’th (save the Undying) are mortal in some sense, although they are still immune to aging effects.
  • Power of Hate: All Cie’th that have a caster level use their Wisdom score to determine the effects and DCs of their spells, their MP, and how high of a level they can cast, regardless of what spellcaster they are drawing spells or MP from.

Daemon Subtype

Daemons are neutral evil outsiders that eat souls and thrive on disaster and ruin.

Daemons have the following traits (unless otherwise noted):

  • Immunity to earth, death effects, disease, and poison.
  • Resistance to ice 10, lightning 10, and fire 10.
  • Summon (Sp): Daemons share the ability to summon others of their kind, typically another of their type or a small number of less powerful daemons.
  • Telepathy.
  • Except where otherwise noted, daemons speak Abyssal, Draconic, and Infernal.

Demon Subtype

Demons are chaotic evil outsiders that call the Abyss their home.

Traits: Demons possess a particular suite of traits (unless otherwise noted in a creature’s entry) as summarized here.

  • Immunity to lightning and poison.
  • Resistance to earth 10, ice 10, and fire 10.
  • Summon (Sp) Demons share the ability to summon others of their kind, typically another of their type or a small number of less powerful demons.
  • Telepathy.
  • Except where otherwise noted, demons speak Abyssal, Celestial, and Draconic.
  • A demon’s natural weapons, as well as any weapon it wields, is treated as chaotic and evil for the purpose of resolving damage reduction

Devil Subtype

Devils are lawful evil outsiders that hail from the plane of Hell.

Traits: Devils possess a particular suite of traits (unless otherwise noted in a creature’s entry).

  • Immunity to fire and poison.
  • Resistance to earth 10 and ice 10.
  • See in Darkness (Su) Some devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
  • Summon (Sp) Devils share the ability to summon others of their kind, typically another of their type or a small number of less-powerful devils.
  • Telepathy.
  • Except when otherwise noted, devils speak Celestial, Draconic, and Infernal.
  • devil‘s natural weapons, as well as any weapons it wields, are treated as lawful and evil for the purpose of resolving damage reduction.

Earth Subtype

This subtype is usually used for outsiders with a connection to the Elemental Planes of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock. Earth creatures with a burrow speed possess tremorsense and earth glide.  A creature with the earth subtype usually have immunity to earth, strong against lightning, and vulnerability to wind.

Elemental Subtype

An elemental is a being composed entirely from one of the nine classical elements: earth, fire, holy, ice, lightning, non-element, shadow, water or wind.

An elemental has the following features.

  • Immunity to bleedparalysispoisonsleep effects, and stunning.
  • Not subject to critical hits or flanking. Immune to precision damage.
  • Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
  • Elementals do not breathe, eat, or sleep.

Extraplanar Subtype

This subtype is applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have it when on its home plane). Every extraplanar creature in this book has a home plane mentioned in its description. creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the Ethereal Plane, or the Plane of Shadow.

Fire Subtype

This subtype is usually used for outsiders with a connection to the Elemental Planes of Fire. Fire creatures usually have a burn effect, and most fire creatures who have a swim speed can move in lava without making Swim checks. A creature with the fire subtype usually have immunity to fire, strong against ice, and vulnerability to water.

Giant Subtype

A giant is a humanoid creature of great strength, usually of at least Large size. Giants have a number of racial Hit Dice and never substitute such Hit Dice for class levels like some humanoids. Giants have low-light vision, and treat Intimidate and Perception as class skills.

Goblinoid Subtype

Goblinoids are stealthy humanoids who live by hunting and raiding and who all speak Goblin. Goblinoids treat Stealth as a class skill.

Holy Subtype

This subtype is usually used for outsiders with a connection to the Elemental Planes of Light. A creature with the holy subtype usually have immunity to holy and vulnerability to shadow.

Ice Subtype

This subtype is usually used for outsiders with a connection to the Elemental Planes of Ice. Ice creature usually have frosty. Ice creatures usually have burrow speeds with ice and snow, and most ice creatures can burrow through solid ice. Ice creatures usually possess snow vision, icewalking, and ice glide. A creature with the ice subtype usually have immunity to ice, strong against wind, and vulnerability to fire.

Incorporeal Subtype

An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision damage unless the attacks are made using a weapon with the ghost touch special weapon quality. In addition, creatures with the incorporeal subtype gain the incorporeal special quality.

Lightning Subtype

This subtype is usually used for outsiders with a connection to the Elemental Planes of Thunder. Lightning creatures usually have metal mastery with spark leap. Lightning creatures usually possess cloud vision and staticwalking. A creature with the lightning subtype usually have immunity to lightning, strong against water, and vulnerability to earth.

Living Construct Subtype

Living constructs are special subtype that can apply to either humanoids or constructs. Living constructs are universally intelligent, if not necessarily very smart. Likewise, they are universally capable of change over time. Regardless of whether this subtype is applied to either humanoids or constructs, they all have the following abilities.

All living construct gain the following traits.

  • Unlike constructs, living constructs have a Constitution score. They do not get the bonus hit points due to their size, like normal constructs. Living constructs do not die until they are at negative hit points equal to their Constitution score, but are subject to the same rules for negative hit points as other humanoid creatures.

  • All living constructs have an Intelligence score of at least 1 and thus have skill ranks and feats as appropriate for their Hit Dice.

  • Dying living constructs have a +2 racial bonus to stabilization checks.

  • Like constructs, living constructs are immune to sleep and paralysis effects.

  • Unlike constructs, living constructs are not immune to disease, death effects, energy drain, exhaustion, fatigue, mind-affecting, nausea, poison, stunning, sickened, and zombie effects, but they do get a +2 racial bonus to saving throws to resist them.

  • Unlike constructs, living constructs are not immune to ability damage, ability drain, bleed, necromancy effects (see below), negative levels, non-lethal damage, effects that require a Fortitude save or death from massive damage.

  • Living constructs do not need to eat, breath or sleep, but those with abilities that require rest, like spellcasting, still require 8 hours in a relaxed state to regain them.

  • Spells from the healing school are only half effective on living constructs, rounded down.

  • Like constructs, living constructs do not heal naturally, but can be repaired using an appropriate Craft skill (like armorsmithing, blacksmithing, gemcutting or sculpting). Each check takes 8 hours and the number of hit points regained is equal to the result of the Craft check -15.

  • Living constructs can be raised, reincarnated and resurrected. They cannot be reanimated as undead or deathless unless specifically stated otherwise.

  • Living constructs do not get low-light vision or darkvision, unless stated otherwise.

  • Regardless of whether the creature type is either humanoid or construct, those with the living construct subtype count as both humanoids (of the living construct subtype) and constructs for extraordinary abilities, supernatural abilities, spell-like effects, psi-like effects, feats, spells and psionic powers. This includes spells, like Repair Light Damage, special weapon qualities, like Bane (construct), and class abilities, like favored enemy (construct). If there a situation where the same effect would affect humanoids and constructs differently, like Charm Person, assume that the effect does apply and in the most severe applicable manner.

Machina Subtype

Although some people call them things like “automatons,” “metal men,” or the like, these technological creations are all machinas, and as such, they share similar traits. Machina share some features with clockwork constructs, and as with clockworks, you can simply remove the machina subtype from a machina (along with its attendant traits) to transform it into a typical construct animated by magic.

Likewise, you can add the machina subtype (and traits) to any existing construct to transform it into something created by technology. Adding the machina subtype to a construct does not affect its CR. A single construct cannot possess both the machina and the clockwork subtype.

All machinas gain the following traits.

  • Machina Subtype: The construct gains the “machina” subtype.
  • Intelligent: Machina are intelligent, and thus have skills and feats as appropriate for their Hit Dice. Unless otherwise indicated for a specific machina, all machinas have Intelligence scores of 10. The following are class skills for machinas: ClimbDisable DeviceFlyKnowledge (all), LinguisticsPerception, and Sense Motive.
  • Force Field: Most machina gain a force field is sheathed in a thin layer of shimmering energy that grants it (HD x 5) bonus hit points. All damage dealt to that creature with an active force field is reduced from these hit points first. As long as the force field is active, the creature is immune to critical hits, but not precision damage. The creature’s force field has fast healing equal to HD, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours. However DR, hardness, resistances, weaknesses, absorption, and immunities don’t affect the force field.
  • Integrated Weaponry: Some machina that have a technological weapon (such as a laser rifle or chain gun) built into its body treats such weapons as natural attacks and not manufactured weapons attacks, and cannot make iterative attacks with these weapons. Integrated weaponry can still be targeted by effects that target manufactured weapons (such as magic weapon spells or sunder attempts), but as a general rule cannot be harvested for use outside of the robot’s body once the robot is destroyed. A robot is always proficient with its integrated weapons. Integrated ranged weapons do not provoke attacks of opportunity when fired in melee combat.
  • Vulnerable to Critical Hits: Whenever a machina takes extra damage from a critical hit, it must make a DC 12 Fortitude save to avoid being stunned for 1 round. If it makes the saving throw, it is instead staggered for 1 round.
  • Vulnerable to Lightning: Machinas take 150% as much damage as normal from lightning attacks, unless they are immune to lightning via other special defenses.
  • Vulnerable to Steal Maneuvers: Machina can be damaged by the Steal combat maneuver, taking damage equal to however much the steal check beats the machina’s CMD. If this check kills the machina, the thief steals a frag grenade unless otherwise noted.
  • Difficult to Create: Increase the time and gp cost required to create a machina by 50% over normal for a construct, unless the creator has access to a significant amount of technological resources.

Mini-Boss Subtype

Mini-Bosses are tougher then usual creatures who can take much more of a beating and dish out more damage. This subtype is part of the boss family tree and can be added onto any creature which gains the following traits:

  • Absorb, Immunity, or Strong to one element. (For most cases)
  • Has a DR or/and SR.
  • At least two stats at +6 higher than average.
  • Immunity and resistance to multiple elements and status effect.
  • Triple treasure unless it states otherwise.
  • Cannot be summoned.

Native Subtype

This subtype is applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep.

Primal Subtype

The primals, also known as eikons, are magical beings in Final Fantasy XIV worshiped by the beast races of Eorzea. Primals are normally a combination of a ritual or strong feelings with the magical forces of the world like mana or mist, and aren’t real deities. Primals possess a particular suite of traits (unless otherwise noted in a creature’s entry) as summarized here.

  • d12 HD, with maximized dice.
  • Good BAB progression.
  • Good Fortitude, Reflex, and Will saves.
  • SR of 15 + CR
  • Usually immune to one Element type and resistant to multiple element types.
  • Do not breathe, eat, or sleep.

Reptilian Subtype

These creatures are scaly and usually cold-blooded. The reptilian subtype is used to describe a set of humanoid races, however not all animals and monsters are true reptiles. Usually have a vulnerability to Ice and resistance/immunity to water.

Shadow Subtype

This subtype is usually used for outsiders with a connection to the Elemental Planes of Darkness. Creatures with the shadow subtype have see in darkness. A creature with the shadow subtype usually have immunity to shadow and vulnerability to holy.

Sin Eater Subtype

The first Sin Eater to appear on the First was Eden, a being of pure light whose power to shift the balance of aether in an area caused the Flood of LightMinfilia Warde sacrificed herself to cease it from consuming Norvrandt by placing Eden in a deep sleep within a region of the global wasteland known as the Empty. The Sin Eaters created from those consumed in the Flood invaded Norvrandt while the stronger ones sired new Sin Eaters from their victims by planting seeds of Light and corrupting the aether of their bodies. Eventually, the most powerful Sin Eaters dubbed Lightwardens by the locals emerged, acting as the most powerful class of Sin Eater, existing in a small number and radiating aether to saturate every corner of their territory with Light. Lesser Sin Eaters were drawn to serve them and would dissipate once a Lightwarden was killed. However, once killed the essence of a Lightwarden transferred to the nearest living creature, ensuring their revival and rebirth from temporary death by making their host a new replacement Lightwarden.

Due to the Flood of Light, the Sin Eaters took foothold in Norvrandt’s regions due to the Lightwardens placing the land in perpetual light and being able to reconstitute themselves after their aether disbursts upon defeat. The Sin Eaters engaged in combat with the locales for years, slowly assimilating the populace and purging continents of sentient life.

Sin Eaters are outsiders who live on the Material Plane with celestial traits.

Traits: A sin eater possesses the following traits (unless otherwise noted in a creature’s entry).

  • Darkvision 60 feet and low-light vision.
  • Immunity to death effects, holy, mind-affecting effects, and petrification.
  • Resistance to lightning and fire 10.
  • Usually have Toughness and Iron Will as a feat.
  • Damage reduction 5/evil.
  • Spell resistance CR + 11.
  • Unlike other native outsiders, Sin Eaters have no need to breathe.

Super Boss Subtype

Super Bosses are the elite of boss types. All super bosses have multiple ‘Limit Break’ called Burst Modes. These Burst Modes will increase themselves drastically and the GM can choose to use these in if they choose so. All super bosses have massive stats, are immune/absorb most elemental types, and super high saves than your average creature of that CR so beware when you decide to choose one of these creatures as your opponent.

A Burst Mode is an ability available to particularly dangerous monsters that functions much like a Limit Break, granting them a boost in power to turn the tide of battle. Creatures with a Burst Mode can activate it as a swift action, but only when at 50% health or less. They may activate their Burst Mode only once per battle, and may use it once per day, with an additional use for every four HD of the creature.

This subtype is part of the boss family and can be added onto any creature which gains the following traits:

  • d12 HD, with maximized dice all double with multiple lives or triple health with no extra lives.
  • Fast BAB progression.
  • Good Fortitude, Reflex, and Will saves.
  • Must have at least two Burst Modes.
  • Absorb or Immunity for most elements.
  • Immunity to Banish, Gravity effects (reducing health by percentages or extremely low digits), Frog, Mini, Disable, Death, Paralyzed, Sleep, Stop, and Petrification/Statue status effects
  • Spell resistance CR + 15.
  • Cannot be summoned.
  • Quintuple treasure plus more listed below:

Table: Super Boss CR+ Rewards

Starting CRCR below 3CR 3 to 5CR 6 to 10CR 11 to 15CR 16 to 20CR 20+
Treasure Bonus to CR+ 2 CR+3 CR+4 CR+5 CR+6 CR+7 CR
Experience Bonus to CR+ 0.5 CR+1 CR+2 CR+3 CR+4 CR+5 CR

Work in progress – Unsent Subtype –

This subtype is usually used for Humanoids or Monstrous Humanoids when an intelligent creature dies (Int > 3) in Spira, the spirit of that being travels to the Farplane to begin its immortal existence. Most of the time, these spirits need the help of a Summoner (or Cleric/White Mage), who performs a ritual called the Sending to help guide them to the afterlife. If a creature’s spirit is not sent, it will most likely remain in Spira as an “Unsent” creature. Unsent can succumb to malice & envy over time, becoming a monster, although some are able to exist in Spira & retain their sanity for years, even centuries, although these are exceptional characters, & far from the general rule.

  • An Unsent can be turned but at half the duration and can be only Sent by a Sending (a preform (dance) or knowledge (religion) skill check = HD + 10 + Charisma Mod to be released or willing for free)
  • An Unsent uses the BAB & saving throws scores that it would have if it were alive
  • An Unsent do not breathe, eat, or sleep but they can choose so but to regain abilities charges and MP they must mediate instead of sleeping for the same amount of time
  • An Unsent cannot age but can choose to look older or younger than they were in life.
  • Whenever an unsent is destroyed completely or partly, they must spend 24 hours in pyreflie form to regenerate back to their humanoid form. (8 hours for missing parts)
  • An Unsent has a weakness to holy elemental however this does not effect healing spells
  • Once per year, an Unsent must make a Will save (DC = # of years spent as an Unsent / Charisma bonus (minimum +1)); failure indicates that it becomes closer to becoming a monster. Once an Unsent fails three saves they become monsters immediately, however with every two successful saves removes one failed save. The monster is a creature with an equal Challenge Rating to the originals Unsent HD, but can be of nearly any type/subtype however no Construct, Fey, or Humanoid monsters. The specific creature is determined by the environment of where it was turned into a monster; only monsters native to that environment will be created there (Ice subtype fiends created only in arctic areas, for instance).

Water Subtype

This subtype is usually used for outsiders with a connection to the Elemental Planes of Water. Water creatures usually have a drench effect. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and can usually breathe air as well. Water creatures treat the Swim skill as a class skill. A creature with the water subtype usually have immunity to water, strong against fire, and vulnerability to lightning.

Wind Subtype

This subtype is usually used for outsiders with a connection to the Elemental Planes of Wind. Wind creatures always have fly speeds and usually have perfect maneuverability. Wind creatures treat Fly as a class skill. Wind creatures usually possess mist vision. A creature with the wind subtype usually have immunity to wind, strong against earth, and vulnerability to ice.

Templates


A template is a set of rules that you apply to a monster to transform it into a different monster. All templates give precise directions on how to change a monster’s statistics to transform it into the new monster.

Acquired Templates

This kind of template is added to a creature well after its birth or creation.

Some templates, like the lich, are the results of a creature’s choice and desire to transform. Others, like the ghost template, are the result of an external force acting upon a creature (for example, when a tormented person dies and becomes a ghost). Yet in both cases, the template changed a creature well after its birth or creation—these types are called “acquired templates,” and can be added to a creature at any time during its existence.

Inherited Templates

Some templates, such as the half-dragon and half-fiend templates, are part of a creature from the beginning of its existence. These types of templates are called “inherited templates.”

Creatures are born or created with these templates already in place, and have never known life without them.

Simple Templates

Simple templates can be applied during the game with minimal effort. This makes it easy, for example, to deal with celestial and fiendish creatures conjured in the heat of battle by summon monster spells.

All simple templates have two categories of changes.

The “quick rules” present a fast way to modify die rolls made in play to simulate the template’s effects without actually rebuilding the stat block—this method works great for summoned creatures.

The “rebuild rules” list the exact changes you make to the base stat block if you have the time to completely rebuild it—this method works best when you have time during game preparation to build full stat blocks. The two methods result in creatures of similar, if not identical, abilities.

 

Behemoth Blooded

“Behemoth Blooded” is an inherited template that can be added to any creature. A behemoth-blooded creature retains all the base creature’s statistics and special abilities except as noted here.

CR: HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.

Size: If the base creature is Tiny or smaller, increase its size to Small. Otherwise, increase its size by one size category. The behemoth-blooded creature does not gain the benefits or penalties to ability scores that arise from increased size.

Type: The creature’s type changes to magical beast if it was previously an animal or vermin. Do not recalculate HD, BAB, or saves.

AC: Natural armor increases by +1 for HD 11 or more. If the base creature has no natural armor bonus, it gains a natural armor bonus of +3. This bonus stacks with the bonus gained from the increase in size.

Hit Dice: If the behemoth-blooded creature is Small, it has a number of Hit Dice equal to the base creature +1 (minimum of 2 HD). If the behemoth-blooded creature is Medium, it has a number of Hit Dice equal to the base creature +2 (minimum of 4 HD). If the behemoth-blooded creature is Large or larger it has a number of Hit Dice equal to base creature +4 (minimum of 8 HD). Recalculate base attack bonus and base saves according to the behemoth-blooded creature’s new Hit Dice total (base attack bonus equals ¾ Hit Dice, Fort and Ref equal ½ Hit Dice +2, Will equals 1/3 Hit Dice).

Speed: Same as the base creature +10 ft.

Attacks: Adjust damage dice of all natural attacks upwards to the behemoth-blooded creature’s new size according to the natural attack progression table.

Special Attacks: Increase the damage dice for any special attacks to its new size (usually by one step).

Abilities: A behemoth-blooded gains a +2 bonus on three ability scores of its choice for HD 10 or less. A behemoth-blooded gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three for HD 11 or more.

Feats: Same as base creature, with additional feats gained through the usual means from the increase in HD. If the base creature has Weapon Finesse and the feat would become useless after its increase in Strength, then it may trade Weapon Finesse for Weapon Focus with one of its natural attacks. Behemoth-blooded also gain toughness as a bonus feat.

Skills: A behemoth-blooded creature gains skill points equal to 2 + Intelligence modifier (minimum 1) for each HD it gained. Its class skills are unchanged.

 

Esperkin

An esperkin loses all of their racial abilities from their base race save for size, and instead uses the abilities below. So-called “true espers” consider their parent race to be Medium in size with a 30 foot movement rate.

“Esperkin” is an inherited template that can be added to any living, corporeal humanoid or monstrous humanoid.

CR: Same as base creature +1

Type: Creature type changes to native outsider.

Special Defenses: An esperkin gains darkvision 60 feet; low-light vision; and have resistance to one elemental type equal to their level.

Special Abilities: An esperkin retains all the special attacks of the base creature and gains esper form shown below:

Living Arcana (Su)

Once per day as a move action, you can regain MP equal to your level.

Esper Form (Sp)

Summoning all of their internal arcane power, an esperkin can temporarily transform into a living expression of arcane power, their esper form. An esperkin can use this ability once per day, plus an additional time per five levels (so 2/day at 5th, 3/day at 10th, and so on). An esper creatures an alternate form, created using the eidolon rules from Pathfinder (but see below), using her character level as her effective Hit Dice for any and all abilities. The esper may dictate the appearance of her esper form, but once chosen, this cannot be changed. Upon entering the esper form, the esper’s ability scores and other abilities change to those of her esper form; while in esper form, she cannot access any of her normal abilities. This transformation lasts for 5 rounds. Any damage suffered while in these alternate forms is transferred to the esperkin after the transformation ends.

Abilities: Increase from the base creature as follows: -2 Con, +2 Int, +4 Cha. Esperkin are not physically hardy, but are intellectually quick, and often have a powerful and commanding presence.

Special Qualities: As esperkin are partially magic, effects that disrupt magic disrupt their very being as shown below:

Dispel Vulnerability (Ex)

If an esperkin is the target of a targeted dispel magic, anti-magic areas, or similar effects, she takes 2 non-lethal damage in addition to the spell’s normal effects. If she is within 5 feet of any target of such an effect or within 10 feet of an anti-magic effect but is not specifically targeted by it, she instead takes 1 non-lethal damage.

 

Fey Creature

“Fey Creature” is an inherited or acquired template that can be added to any living, corporeal creature. A fey creature retains the base creature’s statistics and special abilities except as noted here.

CR: 9 HD or less, as base creature +1; 10 HD or more, as base creature +2.

Alignment: Any non-lawful.

Type: The creature’s type changes to fey. Do not recalculate HD, BAB, or saves.

Senses: A fey creature gains low-light vision.

Armor Class: Reduce the creature’s natural armor, if any, by 1 (minimum of 0).

Defensive Abilities: A fey creature gains a +4 bonus on saves against mind-affecting effects, resist ice and lightning 10, and DR 5/cold iron (if 11 HD or less) or DR 10/cold iron (if 12 HD or more).

Speed: Unless the base creature flies better, the fey creature flies at 1-1/2 times the base creature’s land speed (good maneuverability), rounded down to the nearest multiple of 5 feet. If the creature already has flight with a maneuverability of good, it increases to perfect.

Special Abilities: A fey creature gains one of the following abilities for every 4 HD or fraction thereof:

Autumn Breeze (Su) [Must have 4 HD]

Only gain 1 use every 4 HD, A fey creature surrounds herself in a reddish-green breeze that heals for 3d8+12 points of damage. Blue mages may learn this ability as a 2nd level spell (Knowledge: Nature DC 19).

Black Wind (Su) [Must have shadow resistance and 6 HD]

Only gain 1 use every 5 HD, A fey creature spreads dark waves from herself. All creatures within a 30 ft.-radius must make a Reflex save for half damage or take 3d6+12 points of shadow damage. Blue mages may learn this ability as a 3rd level spell (Knowledge: Nature DC 21).

Camouflage (Ex)

A fey creature can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment. It gains a +4 racial bonus on Stealth checks. This bonus does not stack with any racial Stealth bonus possessed by the base creature.

Change Shape (Su)

A fey creature can change shape into a single form. Possible forms include a normal specimen of its base creature, a humanoid creature within one size category, or an animal within one size category. In all cases, the fey creature appears as the same individual of its alternate form each time it changes shape. The type of polymorph spell used should be chosen as appropriate based on the alternate form, such as alter self for taking humanoid form. This ability can be selected more than once, granting an additional form each time.

Elemental Resistance (Ex)

A fey creature gains resistance 10 to one elemental type, or increases an existing resistance by 10. Resistance increased beyond 30 becomes immunity instead. This ability can be selected more than once.

Evasion (Ex)

A fey creature gains evasion, as the rogue ability of the same name.

Lethe Arrow (Su) [Must have 10 HD]

Only 1 use every 7 HD, A fey creature shoots out a blue arrow towards her opponent within 60 ft. The fey creature must make a ranged touch attack, if it hits, the attack deals 8d6 points of wind damage and inflicts Silence status effect for 1d6 rounds (Will save DC to negate). Blue mages may learn this ability as a 5th level spell (Knowledge: Nature DC 25).

Long Step (Su)

A fey creature can teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds.

Spell Resistance (Ex) [Must have 10 HD]

A fey creature gains SR equal to 11 + its CR. This does not stack with any existing SR possessed by the base creature.

Spring Breeze (Su) [Must have 6 HD]

Only 1 use every 4 HD, A fey creature surrounds herself in a bluish-yellow breeze within a 30-ft.-radius. Creatures within the area of effect must make a Will save or be inflicted with Sleep status effect for 1d6 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Nature DC 21).

Summer Breeze (Su) [Must have 8 HD]

Only 1 use every 5 HD, A fey creature surrounds herself in a yellowish-orange breeze that functions like Esuna. If there is no bad status effect to remove or fails to remove the status effect, then the caster gains Fast Healing 5 for 3 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Nature DC 23).

Trackless Step (Ex)

A fey creature does not leave a trail in natural surroundings and cannot be tracked. It can choose to leave a trail if it so desires.

Vanish (Su)

As a swift action, a fey creature can vanish for 1 round as if affected by invisibility. It can use this ability for 1 round per day per Hit Die.

White Wind (Su) [Must have 6 HD and no shadow resistance]

Only 1 use every 5 HD, A fey creature summons a soft healing wind, healing herself and all nearby allies within 30 ft. for 4d6+15 points of damage. Blue mages may learn this ability as a 3rd level spell (Knowledge: Nature DC 21).

Winter Breeze (Su) [Must have 10 HD]

Only 1 use every 7 HD, A fey creature surrounds herself in a blueish white breeze within a 30-ft.-radius. This spell functions like Greater Dispel expect it only applies the area dispel effect to all the creatures within the area of effect. Blue mages may learn this ability as a 5th level spell (Knowledge: Nature DC 25).

Woodland Stride (Ex)

A fey creature can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect it. Optionally, this ability may function in a different type of terrain, to allow the fey creature to move through, swamps, rocky areas, ice, and so forth. Whatever the choice, this ability only functions in one type of terrain. This ability can be selected more than once, for a different terrain each time.

Zephyr Arrow (Su) [Must have 4 HD]

Only gain 1 use every 3 HD, A fey creature shoots out a green arrow towards her opponent within 60 ft. The fey creature must makes a ranged touch attack, if it hits, the attack deals 3d6 points of wind damage and knocks her opponent back 10 ft. (Fortitude save to negate). Blue mages may learn this ability as a 2nd level spell (Knowledge: Nature DC 19).

Spell-Casting Abilities: A fey creature with an Intelligence or Wisdom score of 8 or more has a cumulative number of spells depending on its Hit Dice. Most fey creatures can cast black, white, green, or geomancer spells. Caster level equals the creature’s HD.

 

HD Number of Spells (Max 2 for highest spell level) MP
1 2 1
2 3 2
3 5 3
4 6 5
5 8 8
6 9 11
7 11 15
8 12 19
9 14 24
10 15 29
11 17 35
12 18 41
13 20 48
14 21 55
15 23 63
16 24 71
17 26 80
18 27 (Max 3 for highest spell level) 89
19 28 (Max 4 for highest spell level) 98
20 29 (Max 5 for highest spell level) 107

 

Abilities: A fey creature gains a +4 bonus to Dexterity and a +2 bonus to Intelligence and Charisma or Wisdom and Charisma. A fey creature receives a -2 penalty to Strength. Fey creatures derived from creatures without an Intelligence score gain an Intelligence of 3.

Skills: A fey creature with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. It gains Acrobatics, Bluff, Fly, and Stealth as class skills.

Languages: Fey creatures speak Sylvan as well as any languages spoken by the base creature.

 

Half-Dragon Creature

Half-dragons are only rarely the result of dragons mating with other creatures—most are the result of strange magical experiments. In most cases, a successful creation breeds true with others of its kind, as with the dreaded dracolisk.

“Half-dragon” is an inherited template that can be applied to any creature (referred to hereafter as the base creature). A half-dragon creature uses all the base creature’s statistics and special abilities except as noted here.

CR: Same as base creature +2.

Type: Creature type changes to dragon. Do not recalculate hit dice, base attack bonus, or saving throws.

Armor Class: Natural armor bonus improves by +4

Special Qualities and Defenses: A half-dragon gains darkvision 60 feet; low-light vision; and immunity to sleep, paralysis, and energy of the same type as its breath weapon (expect for crystal dragon) but have a weakness to their opposite element.

Speed: A half-dragon has wings. Unless the base creature has a better fly speed, the half-dragon can fly at twice the creature’s base land speed (average maneuverability).

Attacks: A half-dragon has two claw attacks and a bite attack. If the base creature can use manufactured weapons, the half-dragon can as well. A new claw or bite attack deals damage as appropriate for the half-dragon’s size.

Special Abilities: A half-dragon retains all the special attacks of the base creature and gains a breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per racial HD possessed by the half-dragon (Reflex half; DC 10 + 1/2 creature’s racial HD + creature’s Con modifier).

 

Dragon Variety Breath Weapon
Black Dragon 60-foot line of shadow
Blue Dragon 60-foot line of water
Brown Dragon 60-foot line of earth
Crystal Dragon 30-foot cone of non-elemental
Green Dragon 30-foot cone of wind
Red Dragon 30-foot cone of fire
Silver Dragon 30-foot cone of holy
White Dragon 30-foot cone of ice
Yellow Dragon 60-foot line of lightning

 

Abilities: Increase from the base creature as follows: Str +8, Con +6, Int+2, Cha +2.

Skills: A half-dragon with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. Racial class skills are unchanged from the base creature’s.

 

Magic Pot Creature

“Magic Pot creature” is an inherited or acquired template that can be added to any living, corporeal creature. A magic pot creature retains the base creature’s statistics and special abilities except as noted here.

CR: Same as base creature

Alignment: Any chaotic neutral.

Type: The creature’s type changes to outsider. It retains any other subtypes as well, except for alignment subtypes. Do not recalculate class HD, BAB, saves, or skill points.

Size: The creature’s size changes to small, gaining all the size’s cons and pros along with it.

Senses: A magic pot creature gains darkvision 360 feet and low-light vision.

Hit Dice: Change all racial Hit Dice to d10s. Class Hit Dice are unaffected.

Defensive Abilities: A magic pot creature gains DR 30/epic, Fast Healing = HD x 5, and Resistance All HD x 5

Speed: Remove all forms of speed to a complete zero. Magic pot creatures have no need to move around.

Attacks: Loses all forms of attack and is considered a docile creature.

Special Attacks: Depending on which route you decide a magic pot creature gains the following abilities

[Lucky Eye route]:

Lucky Seven (Su)

The creature has 7 targetable spots on its body; these spots look like stylized eyes painted on its pot; the creature automatically dodges any attacks aimed at other body parts; if an opponent successfully strikes the correct spot, then the creature throws an item at the opponent as an immediate action; the correct spot is determined randomly after each strike (roll 1d8, re-roll on an 8); if an opponent hits an incorrect spot, then it counters with a Wrong! or Self-Destruct (if it was the middle eye) attack (see below); the items that the creature gives to its luckier opponents are determined by the DM randomly (roll 1d8) from among the following options base on it’s HD:

Table: Lucky Seven

Item DropHD 1 to 3HD 4 to 6HD 7 to 10HD 11 to 15HD 16 to 20HD 20+
1AntidoteChoco ShieldBlue CurtainAshe's GiftChronos TearBody Plus
2Cure PotionEtherBrown CurtainClarity SaltsElixirLuck Plus
3Echo ScreenGold NeedleClear CurtainGysahl PowderGold HourglassMegalixir
4Eye DropsHi-PotionGreen CurtainHi-EtherMega PotionMind Plus
5Healing SpringHoly WaterPhoenix DownLuck MalletMega PhoenixPower Plus
6Light CurtainMonochrome SprayRed CurtainMagic TagPanacea PillSoma Plus
7Lunar CurtainPurifying SaltRemedyMaiden's KissTinctureSpeed Plus
8Yggdrasil's TearsVaccineWhite CurtainX-PotionX-EtherTurbo Ether

Self-Destruct (Ex

After a successful attack made against a magic pot creature’s center eye, the magic pot creature explodes as an immediate action, destroying itself and dealing HDd6 points of fire and/or physical damage to everything within a 15-ft.-radius burst (Reflex save DC is equal to ½ HD + CON modifier). At 10HD, this becomes a 30 ft. radius burst. At 20HD, this becomes a 60 ft. radius burst.

Wrong! (Su)

When an opponent hits an incorrect spot, the creature blasts all opponents within a 60-ft.-cone with HDd6 + WIS modifier non-elemental damage then teleports away; Reflex save (Reflex save DC is equal to ½ HD + WIS modifier) for half damage; this is an immediate action that does not provoke attacks of opportunity.

[Gimme route]:

Escape (Ex)

As an immediate action as soon as magic pot creature takes any form of damage. It will teleport away and this does not provoke attacks of opportunity.

Gimme! (Ex)

Once per round as a free action, Magic Pot will ask for a Potion type list below. There is a % chance based on HD, it will work the first time which will increase by a % for every unsuccessful given potion. However if they’re successful, they gain a treasure bonus based on HD and the experience of their current CR (which is one more than their current HD given) above without a fight. Each potion is lost upon giving them up. [Shown below]

Table: Gimme!

HD 1 to 5HD 6 to 10HD 11 to 15HD 16 to 20HD 20+
Item GivenCure PotionHi-PotionX-PotionElixir Megalixir
Starting Success % base70% (1d20; 7 and above)60% (1d20; 9 and above)50% (1d20; 11 and above)40% (1d20; 13 and above)30% (1d20; 15 and above)
Every Unsuccessful Potion Given+15%+10%+10%+10%+10%
Treasure BonusDouble TreasureDouble TreasureTriple TreasureQuadruple TreasureQuintuple Treasure

Abilities: Maxed out Con to 99 and no longer has a Dex stat.

Elemental Templates


Sometimes, creatures with any elemental template also have the extraplanar subtype, allowing them to be summoned via Summon Monster.

Divine Creature

“Divine” is an inherited template that can be applied to any creature (referred to hereafter as the base creature). A divine creature uses all the base creature’s statistics and special abilities except as noted here.

CR: 5 HD to 10 HD, as base creature +1;
11 HD to 16 HD, as base creature +2;
17 HD or more, as base creature +3.

Type: The divine creature type gains the holy subtype. If the base creature has the shadow subtype, it loses it.

Aura: A divine creature may gain the following:

Sacred Aura (Su) [Must have 4 HD]
As a choice between an aura or special attack/quality, a divine creature emits supernatural light (this does not change the light level) in a 10-foot radius around it. All those within the area of effect take 1d6 holy damage plus an additional 1d6 holy damage for every 5 racial HD the base creature has. A divine creature can suppress or resume the use of this ability as a free action.

Senses gains darkvision +60 ft.

Defensive Abilities: A divine creature gains DR and Holy Resistance as noted on the table below.

Weakness: A divine creature gains weakness to shadow.

Speed: Each of the divine creature’s speeds increase by +10 ft.

Attacks: All of the base creature’s natural weapons and metal weapons gain holy damage on the table below:

Hit DiceDRHoly DamageResist Holy
1 to 215
3 to 41d45
5 to 63/-1d610
7 to 83/-1d810
9 to 105/-1d1015
11 to 125/-2d615
13 to 147/-2d620
15 to 167/-2d620
17 to 1810/-2d8Immune
19 to 2010/-2d8Immune

Special Attacks and Qualities: A divine creature may gain one of the following abilities for every 4 HD or fraction thereof (4, 8, 12 etc):

Blend in Light (Su)
In areas of bright light, divine creatures are invisible. As with greater invisibility, they may attack and still remain invisible. In dim or darker shadowy illumination, a divine creature loses this invisibility, though like all creatures in shadows, they have concealment unless the viewer has darkvision. A divine creature can suspend or resume this ability as a free action.

Dark Energy Resistance (Su)
When a divine creature is struck by an attack using shadow energy, energy drain, ability damage or drain, or hit point damage such as that from an inflict spell, the divine creature may make a level check (1d20 + total HD) against a DC equal to 11 + the attacking creature’s total Hit Dice. If the level check succeeds, the dark energy attack is canceled out in a bright flash. If the dark energy attack was dealt by a melee or melee touch attack, the creature that delivered it takes 2d6 points of holy damage.

Holy Body (Su)
A divine creature gains double the normal amount of healing from positive energy. Thus, if a cure spell would normally restore 7 hit points, the divine creature would instead regain 14 hit points.

Holy Spellcasting (Su)
A divine creature casts all spells and spell-like abilities with the holy or healing descriptor at one caster level higher. A divine creature can add the holy descriptor to any damaging spell. Such spells are not cast at increased caster level and half of the damage dealt is holy damage. A divine creature cannot cast spells or use spell-like abilities with the shadow descriptor.

Radiant Blast (Ex)
Only 1 use every 6 HD, A divine creature can increase the radiance of its form and release it in a cone-shaped blast to a range of 60 feet that deals 1d6 points of holy damage per 5 HD and blinds any creature in the area for 1d4 + 1 per 10 HD rounds. Affected creatures can make a successful Reflex save to halve the damage and avoid being blinded. The save DC is Constitution-based.

Sacredness (Su)
Each of a divine creature’s melee attacks with a natural or manufactured weapon deal +50% more holy damage against creatures of evil alignment. All of its natural and manufactured weapons are treated as good-aligned for overcoming damage reduction.

Dual Element Creature

“Dual Element” is an inherited template that can be applied to any creature (referred to hereafter as the base creature). A dual element creature uses all the base creature’s statistics and special abilities except as noted here.

CR: 4 HD or less, as base creature +1; 5 HD to 10, as base creature +2; 11 HD to 16, as base creature +3; 17 HD or more, as base creature +4.

Type: The dual element creature type gains two subtypes of each of it’s chosen elements.

Aura: A dual element creature may gain the following:

Dual Aura (Su) [Must have 4 HD]

A dual element creature emits supernatural energy of two elemental types in a 10-foot radius around it. All those within the area of effect take 1d6 elemental damage (half one type/half another type) plus an additional 1d6 elemental damage (half one type/half another type) for every 5 racial HD the base creature has. A dual element creature can suppress or resume the use of this ability as a free action.

Senses gains one of it’s element’s sense bonuses.

Defensive Abilities: A dual element creature gains DR and two Elemental Resistances as noted on the table below.

Weakness: A dual element creature gains weakness to both it’s element types. If one of it’s element types is weak to the other then it receives a resistance to that type on the table below.

Speed: The dual creature gain only one of it’s element speed bonuses.

Attacks: All of the base creature’s natural weapons and metal weapons gain elemental damage (half one type/half another type) on the table below:

 

Hit Dice DR Elemental Damage (half/half) Resist Elemental (if both element are not opposite of each other ) Resist Elemental (if one element is opposite of the other)
1 to 2 1 5 0
3 to 4 1d4 5 0
5 to 6 3/- 1d6 10 5
7 to 8 3/- 1d8 10 5
9 to 10 5/- 1d10 15 10
11 to 12 5/- 2d6 15 10
13 to 14 7/- 2d6 20 15
15 to 16 7/- 2d6 20 15
17 to 18 10/- 2d8 Immune 25
19 to 20 10/- 2d8 Immune 25

 

Special Attacks and Qualities: A dual element creature may gain the following abilities for every 4 HD or fraction thereof (also any from it’s other two elemental trees unless stated other wise):

Double Edge Element (Su)

Each of a dual element creature’s melee attacks with a natural or manufactured weapon inflicts a status effect based off of one of its elemental types for 1d4 rounds:

 

Element Type Status Effect Save Type
Fire Burning Reflex
Ice Frozen Fort
Water Drenched Fort
Earth Weighted Fort
Lightning Static Reflex
Wind Squalled Reflex
Shadow Dimmed Fort
Holy Dazzled Fort

Dual Spellcasting (Su)

A dual element creature casts all spells and spell-like abilities with two of the elemental type descriptor at one caster level higher. A dual element creature can add both elemental descriptor to any damaging spell. Such spells are not cast at increased caster level and half of the damage dealt is both elements damage. A dual element creature cannot gain any of the spellcasting benefits from its two elements if this is selected instead.

Rainbow Bolt (Ex) [Must have 8 HD]

A dual element creature can lob a bolt of rainbow energy as a ranged touch attack every round as an attack action. The bolt has a 60-foot range and does (half one/half another) damage as a slam attack of a creature one size category higher.

Dual Elemental Body (Ex)

A dual element creature’s body inflicts both elements to all its touches or that touches it. Anyone striking a dual element creature with natural or manufactured melee weapons takes 1d6 (half one/half another) damage. If the base creature has a similar ability this ability replaces that one but the damage from the two abilities stack. This does not stack with other body abilities gain from its other two element types.

 

Fiery Creature

“Firey” is an inherited template that can be applied to any creature (referred to hereafter as the base creature). A fiery creature uses all the base creature’s statistics and special abilities except as noted here.

CR: 5 HD to 10 HD, as base creature +1; 11 HD to 16 HD, as base creature +2; 17 HD or more, as base creature +3.

Type: The fiery creature type gains the fire subtype. If the base creature has the ice or water subtype, it loses them.

Aura: A fiery creature may gain the following:

Heat Aura (Su) [Must have 4 HD]

A fiery creature emits supernatural heat in a 10-foot radius around it. All those within the area of effect take 1d6 fire damage plus an additional 1d6 fire damage for every 5 racial HD the base creature has. A fire creature can suppress or resume the use of this ability as a free action.

Senses gains darkvision 60 ft. and smoke vision.

Defensive Abilities A fiery creature gains DR and Fire Resistance as noted on the table below.

Weakness: A fiery creature gains weakness to water.

Speed: The fiery creature gain the following special movement ability:

Molten Swim (Ex)

If the base creature has a swim speed, it can move through molten materials at its swim speed, but it can no longer move through water.

Attacks: All of the base creature’s natural weapons and metal weapons gain fire damage on the table below:

 

Hit Dice DR Fire Damage Resist Fire
1 to 2 1 5
3 to 4 1d4 5
5 to 6 3/- 1d6 10
7 to 8 3/- 1d8 10
9 to 10 5/- 1d10 15
11 to 12 5/- 2d6 15
13 to 14 7/- 2d6 20
15 to 16 7/- 2d6 20
17 to 18 10/- 2d8 Immune
19 to 20 10/- 2d8 Immune

 

Special Attacks and Qualities: A fiery creature may gain the following abilities for every 4 HD or fraction thereof:

Burn (Ex)

Each of a fiery creature’s melee attacks gains the burn ability. The burn ability deals it’s fire damage plus 1d6 for every 5 HD the base creature has. The save DC is Constitution-based.

Fire Spellcasting (Su)

A fiery creature casts all spells and spell-like abilities with the fire descriptor at one caster level higher. A fiery creature can add the fire descriptor to any damaging spell. Such spells are not cast at increased caster level and half of the damage dealt is fire damage. A fiery creature cannot cast spells or use spell-like abilities with the water descriptor.

Fire Bolt (Ex)

Only 1 use every 4 HD, A fiery creature can lob a bolt of fire as a ranged touch attack every round as an attack action. The bolt has a 100-foot range and does fire damage as a slam attack of a creature one size category higher.

Melt (Ex)

Only 1 use every 3 HD, As a touch attack, a fiery creature can attempt to melt any material. When touched, the material takes three times the fiery creature’s hit dice in fire damage. If the total amount of fire damage exceeds the material’s total hit points it melts or bursts into flames. The material gets a save to avoid the fire damage. The save DC is Constitution-based.

Fire Body (Ex)

A fiery creature’s body burns all its touches or that touches it. Anyone striking a fiery creature with natural or manufactured melee weapons takes 1d6 fire damage and catches on fire.

Fire Leap (Su)

A fiery creature can leap between non-magical open flames of at least one size smaller that it. This ability works like dimension door but the fires must be within 200 ft. of each other as well as within line of sight. A fiery creature cannot leap into or out of creatures that have the fire subtype or otherwise exude or are made of flames.

 

Icy Creature

“Icy” is an inherited template that can be applied to any creature (referred to hereafter as the base creature). A icy creature uses all the base creature’s statistics and special abilities except as noted here.

CR: 5 HD to 10 HD, as base creature +1; 11 HD to 16 HD, as base creature +2; 17 HD or more, as base creature +3.

Type: The icy creature type gains the ice subtype. If the base creature has the fire subtype, it loses it.

Aura: An icy creature may gain the following:

Freeze Aura (Su) [Must have 4 HD]

An icy creature emits supernatural blizzard in a 10-foot radius around it. All those within the area of effect take 1d6 ice damage plus an additional 1d6 ice damage for every 5 racial HD the base creature has. An icy creature can suppress or resume the use of this ability as a free action.

Senses gains darkvision 60 ft. and snow vision.

Defensive Abilities: An icy creature gains DR and Ice Resistance as noted on the table below.

Weakness: An icy creature gains weakness to fire.

Speed: The icy creature gain the following special movement ability:

Icewalking (Ex)

This ability works like the spider climb spell, but the surfaces the icy creature climbs must be icy. The icy creature can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Attacks: All of the base creature’s natural weapons and metal weapons gain ice damage on the table below:

 

Hit Dice DR Ice Damage Resist Ice
1 to 2 1 5
3 to 4 1d4 5
5 to 6 3/- 1d6 10
7 to 8 3/- 1d8 10
9 to 10 5/- 1d10 15
11 to 12 5/- 2d6 15
13 to 14 7/- 2d6 20
15 to 16 7/- 2d6 20
17 to 18 10/- 2d8 Immune
19 to 20 10/- 2d8 Immune

 

Special Attacks and Qualities: An icy creature may gain the following abilities for every 4 HD or fraction thereof:

Numbing Cold (Su)

When an icy creature deals ice damage to a creature, that creature must succeed on a Fortitude save or be staggered for 1 round. The save DC is Constitution-based.

Ice Spellcasting (Su)

An icy creature casts all spells and spell-like abilities with the ice descriptor at one caster level higher. An icy creature can add the ice descriptor to any damaging spell. Such spells are not cast at increased caster level and half of the damage dealt is ice damage. An icy creature cannot cast spells or use spell-like abilities with the fire descriptor.

Freezing Embrace (Su)

Once per day plus one additional time per day per every 5 racial Hit Dice the base creature has, an icy creature can attempt to freeze opponents solid by moving over them. The area of this effect is equal to the icy creature’s space. Creatures that fail a Fortitude save are turned to solid ice. Creatures that are larger than the icy creature’s space cannot be frozen solid, but take 1d6 cold damage multiplied by the icy creature’s total Hit Dice (minimum 1d6, maximum 20d6). The Fortitude save halves this damage. The ability is otherwise identical to break. The save DC is Charisma-based. A frozen creature can be returned to normal by Esuna, fire related spells and the like. If a frozen creature dies, it melts.

Freezing Touch (Ex)

If the icy creature touches a body of liquid that is not a water-based creature, such as a water elemental, it freezes the liquid to a depth of 1 inch in a 10-foot radius. Each additional round the icy creature is in contact with the liquid or ice, the ice fill increases its depth by 1 inch and 10 feet in radius. The ice fill’s maximum size is equal to its total racial Hit Dice in inches in depth and in 10 times its total racial HD feet in radius (minimum 1 inch and 10-foot radius). Once the icy creature ceases contact with it, the ice lasts for 1 round per racial Hit Die.

Creatures that are within the depth of the ice become trapped in it (no save). Trapped creatures take ice damage as if the icy creature had hit it (see Ice damage from table above). Attempting to break free is a full-round action. A trapped creature must make a DC 20 Strength check or a DC 20 Escape Artist check to do so. The DC increases by 1 for every inch in depth of the ice greater than 1 inch. Against foes with the water subtype, the icy creature’s freezing touch acts like freezing embrace (see above) but with no need for the icy creature to move over the target.

Ice Body (Ex)

An icy creature’s body freezes all its touches or that touches it. Anyone striking an icy creature with natural or manufactured melee weapons takes 1d6 ice damage. If the base creature has a similar ability this ability replaces that one but the damage from the two abilities stack.

Cold Walk (Ex)

A cold creature can walk over snow and ice without penalty and does not need to make Acrobatics checks to run or charge on snow or ice. It treats snow and ice as normal terrain.

 

Rocky Creature

“Rocky” is an inherited template that can be applied to any creature (referred to hereafter as the base creature). A rocky creature uses all the base creature’s statistics and special abilities except as noted here.

CR: 5 HD to 10 HD, as base creature +1; 11 HD to 16 HD, as base creature +2; 17 HD or more, as base creature +3.

Type: The rocky creature type gains the earth subtype. If the base creature has the wind subtype, it loses it.

Aura: A rocky creature may gain the following:

Sandstorm Aura (Su) [Must have 4 HD]

A rocky creature emits supernatural sandstorm in a 10-foot radius around it. All those within the area of effect take 1d6 earth damage plus an additional 1d6 earth damage for every 5 racial HD the base creature has. A rocky creature can suppress or resume the use of this ability as a free action.

Senses gains darkvision 60 ft. and tremorsense 120 ft.

Defensive Abilities: A rocky creature gains DR and Earth Resistance as noted on the table below.

Weakness: A rocky creature gains weakness to wind.

Speed: The rocky creature gains a burrow speed equal to half of the base creature’s highest speed.

Attacks: All of the base creature’s natural weapons and metal weapons gain earth damage on the table below:

 

Hit Dice DR Earth Damage Resist Earth
1 to 2 1 5
3 to 4 1d4 5
5 to 6 3/- 1d6 10
7 to 8 3/- 1d8 10
9 to 10 5/- 1d10 15
11 to 12 5/- 2d6 15
13 to 14 7/- 2d6 20
15 to 16 7/- 2d6 20
17 to 18 10/- 2d8 Immune
19 to 20 10/- 2d8 Immune

 

Special Attacks and Qualities: A rocky creature may gain the following abilities for every 4 HD or fraction thereof:

Pound (Ex)

Only 1 use every 5 HD, A rocky creature can slam an opponent that is at least two size categories smaller than itself into the ground, wall, or other nearby solid surfaces, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). In addition, the pounded creature is stunned for 1 round; a Fortitude save negates this additional effect. The save DC is Strength-based.

Earth Spellcasting (Su)

A rocky creature casts all spells and spell-like abilities with the earth descriptor at one caster level higher. A rocky creature can add the earth descriptor to any damaging spell. Such spells are not cast at increased caster level and half of the damage dealt is earth damage. A rocky creature cannot cast spells or use spell-like abilities with the wind descriptor.

Stony Missile (Su)

Only 1 use every 4 HD, As a swift action, a rocky creature can fire an incredibly dense stone. This attack has a range of 200 feet, with no range increment, and deals earth damage as a slam attack of a creature one size category lower. Upon striking the target, the stone immediately makes an Awesome Blow attempt against the target using the rocky creature’s CMB.

Earth Strike (Ex)

When a rocky creature is reduced to 0 hit points, it explodes in a burst of earthen energy, dealing 2d6 earth damage to all creatures within 20 feet. A creature that makes a successful Reflex save takes only half damage. This save DC is Constitution-based.

Earthen Body (Ex)

A rocky creature’s body pokes all its touches or that touches it. Anyone striking a rocky creature with natural or manufactured melee weapons takes 1d6 earth damage. If the base creature has a similar ability this ability replaces that one but the damage from the two abilities stack.

Earth Glide (Ex)

A burrowing rocky creature can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leave behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing rocky creature flings the rocky creature back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

 

Thunder Creature

“Thunder” is an inherited template that can be applied to any creature (referred to hereafter as the base creature). A thunder creature uses all the base creature’s statistics and special abilities except as noted here.

CR: 5 HD to 10 HD, as base creature +1; 11 HD to 16 HD, as base creature +2; 17 HD or more, as base creature +3.

Type: The thunder creature type gains the lightning subtype. If the base creature has the earth subtype, it loses it.

Aura: A thunder creature may gain the following:

Electric Aura (Su) [Must have 4 HD]

A thunder creature emits supernatural electricity in a 10-foot radius around it. All those within the area of effect take 1d6 lightning damage plus an additional 1d6 lightning damage for every 5 racial HD the base creature has. A thunder creature can suppress or resume the use of this ability as a free action.

Senses gains darkvision 60 ft. and mist vision:

Mist Vision (Ex)

A thunder creature can see through fog, clouds, and similar obscuring effects with perfect clarity.

Defensive Abilities: A thunder creature gains DR and Lightning Resistance as noted on the table below.

Weakness: A thunder creature gains weakness to earth.

Speed: The thunder creature gain double the corresponding speeds of the base creature.

Attacks: All of the base creature’s natural weapons and metal weapons gain lightning damage on the table below:

 

Hit Dice DR Lightning Damage Resist Lightning
1 to 2 1 5
3 to 4 1d4 5
5 to 6 3/- 1d6 10
7 to 8 3/- 1d8 10
9 to 10 5/- 1d10 15
11 to 12 5/- 2d6 15
13 to 14 7/- 2d6 20
15 to 16 7/- 2d6 20
17 to 18 10/- 2d8 Immune
19 to 20 10/- 2d8 Immune

 

Special Attacks: A thunder creature may gain the following abilities for every 4 HD or fraction thereof:

Shock (Ex)

A thunder creature deals lightning damage in addition to damage dealt on a successful hit in melee. Those affected by the shock ability must also succeed on a Reflex save or be shocked, taking 1d6 electricity damage for an additional 1d4 rounds at the start of its turn. A shocked creature can attempt a new save as a full-round action. The save DC is Constitution-based.

Thunder Spellcasting (Su)

A thunder creature casts all spells and spell-like abilities with the lightning descriptor at one caster level higher. A thunder creature can add the lightning descriptor to any damaging spell. Such spells are not cast at increased caster level and half of the damage dealt is lightning damage. A thunder creature cannot cast spells or use spell-like abilities with the earth descriptor.

Thunderbolt (Su)

Only 1 use every 5 HD, A thunder creature can fire a ray of thunder and lightning as a standard action. This attack has a range of 200 feet with no range increment, and requires a ranged touch attack to hit. The bolt does lightning damage as a slam attack. A creature critically hit by a thunderbolt is stunned and deafened for 1 round if it fails a Fortitude save. The save DC is Constitution-based.

Spark Leap (Ex)

A thunder creature gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a creature against whom is wearing, holding, or is made out of metal.

Lightning Body (Ex)

A thunder creature’s body shocks all its touches or that touches it. Anyone striking a thunder creature with natural or manufactured melee weapons takes 1d6 lightning damage. If the base creature has a similar ability this ability replaces that one but the damage from the two abilities stack.

Lightning Jump (Su)

When a thunder creature moves, it may teleport with no chance of error to any location within 30 feet as a free action. It must make this jump immediately after moving.

 

Unholy Creature

“Unholy” is an inherited template that can be applied to any creature (referred to hereafter as the base creature). An unholy creature uses all the base creature’s statistics and special abilities except as noted here.

CR: 5 HD to 10 HD, as base creature +1;
11 HD to 16 HD, as base creature +2;
17 HD or more, as base creature +3.

Type: The unholy creature type gains the shadow subtype. If the base creature has the holy subtype, it loses it.

Aura: An unholy creature may gain the following:

Profane Aura (Su) [Must have 4 HD]
As a choice between an aura or special attack/quality, an unholy creature emits supernatural darkness (this does not change the light level) in a 10-foot radius around it. All those within the area of effect take 1d6 shadow damage plus an additional 1d6 shadow damage for every 5 racial HD the base creature has. An unholy creature can suppress or resume the use of this ability as a free action.

Senses gains darkvision 120 ft. and see in darkness.

See in Darkness(Su) An unholy creature can see perfectly in darkness of any kind, including that created by deeper darkness.

Defensive Abilities: An unholy creature gains DR and Shadow Resistance as noted on the table below.

Weakness: An unholy creature gains weakness to holy.

Speed: Each of the unholy creature’s speeds increase by +10 ft.

Attacks: All of the base creature’s natural weapons and metal weapons gain shadow damage on the table below:

Hit DiceDRShadow DamageResist Shadow
1 to 215
3 to 41d45
5 to 63/-1d610
7 to 83/-1d810
9 to 105/-1d1015
11 to 125/-2d615
13 to 147/-2d620
15 to 167/-2d620
17 to 1810/-2d8Immune
19 to 2010/-2d8Immune

Special Attacks and Qualities: An unholy creature may gain one of the following abilities for every 4 HD or fraction thereof (4, 8, 12 etc):

Shadow Blend (Su)
In any illumination other than bright light, an unholy creature blends into the shadows, giving it concealment (20% miss chance). An unholy creature can suspend or resume this ability as a free action.

Holy Energy Resistance (Su)
When an unholy creature is struck by an attack using holy energy or cure spells, the unholy creature may make a level check (1d20 + total HD) against a DC equal to 11 + the attacking creature’s total Hit Dice. If the level check succeeds, the holy energy attack is canceled out in a bright flash. If the holy energy attack was dealt by a melee or melee touch attack, the creature that delivered it takes 2d6 points of shadow damage.

Unholy Body (Su)
An unholy creature gains double the normal amount of healing from draining effects. Thus, a drain or syphon spell would heal an unholy creature twice as much.

Unholy Spellcasting (Su)
An unholy creature casts all spells and spell-like abilities with the shadow descriptor at one caster level higher. An unholy creature can add the shadow descriptor to any damaging spell. Such spells are not cast at increased caster level and half of the damage dealt is shadow damage. An unholy creature cannot cast spells or use spell-like abilities with the holy descriptor.

Twilight Blast (Ex)
Only 1 use every 6 HD, an unholy creature can increase the darkness of its form and release it in a line blast to a range of 80 feet that deals 1d6 points of shadow damage per 5 HD and silences any creature in the area for 1d2 + 1 per 10 HD rounds. Affected creatures can make a successful Reflex save to halve the damage and avoid being silenced. The save DC is Constitution-based.

Profane Attacks (Su)
Each of an unholy creature’s melee attacks with a natural or manufactured weapon deal +50% more shadow damage against creatures of good alignment. All of its natural and manufactured weapons are treated as evil-aligned for overcoming damage reduction.

Watery Creature

“Watery” is an inherited template that can be applied to any creature (referred to hereafter as the base creature). A watery creature uses all the base creature’s statistics and special abilities except as noted here.

CR: 5 HD to 10 HD, as base creature +1; 11 HD to 16 HD, as base creature +2; 17 HD or more, as base creature +3.

Type: The watery creature type gains the water subtype. If the base creature has the lightning or fire subtype, it loses them.

Aura: A watery creature may gain the following:

Hurricane Aura (Su) [Must have 4 HD]

A watery creature emits supernatural water in a 10-foot radius around it. All those within the area of effect take 1d6 water damage plus an additional 1d6 water damage for every 5 racial HD the base creature has. A watery creature can suppress or resume the use of this ability as a free action.

Senses gains darkvision 120 ft.

Defensive Abilities: A watery creature gains DR and Water Resistance as noted on the table below.

Weakness: A watery creature gains weakness to lightning.

Speed: The watery creature gain a swim speed equal to its highest speed + 10 ft. If it already has a swim speed then add 20 ft.

Attacks: All of the base creature’s natural weapons and metal weapons gain water damage on the table below:

 

Hit Dice DR Water Damage Resist Water
1 to 2 1 5
3 to 4 1d4 5
5 to 6 3/- 1d6 10
7 to 8 3/- 1d8 10
9 to 10 5/- 1d10 15
11 to 12 5/- 2d6 15
13 to 14 7/- 2d6 20
15 to 16 7/- 2d6 20
17 to 18 10/- 2d8 Immune
19 to 20 10/- 2d8 Immune

 

Special Attacks and Qualities: A watery creature may gain the following abilities for every 4 HD or fraction thereof:

Drench (Ex)

A watery creature’s touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equal’s the watery creature’s HD).

Water Spellcasting (Su)

A watery creature casts all spells and spell-like abilities with the water descriptor at one caster level higher. A watery creature can add the water descriptor to any damaging spell. Such spells are not cast at increased caster level and half of the damage dealt is water damage. A watery creature cannot cast spells or use spell-like abilities with the lightning descriptor.

Engulf (Ex)

Only 1 use every 5 HD, A watery creature can simply engulf one size category creatures in its path as a standard action. It cannot make an attack during a round in which it engulfs. The watery creature merely has to move over the opponents. The engulfed opponent can make a attack of opportunity against the creature, but if they do so they are not entitled to a saving throw. If they do not attempt a attack of opportunity, they can attempt a Reflex save to avoid being engulfed—on a successful save, they are pushed back or aside (opponent’s choice) as the watery creature moves forward. The engulfed creature is in danger of suffocating per round and must make a Fortitude save (DC 20), and are trapped within its body until they make a successful Reflex save. The save DC is Strength-based.

Poison Missile (Ex)

Only 1 use every 4 HD, As a swift action, a watery creature can launch a bolt of acid. Any creature struck by this bolt must also make a Fortitude save to avoid becoming nauseated for 1 round by the overwhelming stench of the poison. This attack has a range of 180 feet with no range increment. The save DC is Constitution-based.

Transparency (Ex)

When submerged, a watery creature is effectively invisible (DC 35 Perception check when near the surface only) until it attacks.

Liquid Form (Sp)

As a standard action, a watery creature can turn into a mobile pool of water. This functions like gaseous form, except that the watery creature cannot fly in this form. It retains its own base speed, and its swim speed doubles to 120 feet. The watery creature can end this ability as a standard action.

 

Windy Creature

“Windy” is an inherited template that can be applied to any creature (referred to hereafter as the base creature). A windy creature uses all the base creature’s statistics and special abilities except as noted here.

CR: 5 HD to 10 HD, as base creature +1; 11 HD to 16 HD, as base creature +2; 17 HD or more, as base creature +3.

Type: The windy creature type gains the wind subtype. If the base creature has the earth subtype, it loses it.

Aura: A windy creature may gain the following:

Stormy Aura (Su) [Must have 4 HD]

A windy creature emits supernatural tornado in a 10-foot radius around it. All those within the area of effect take 1d6 wind damage plus an additional 1d6 wind damage for every 5 racial HD the base creature has. A windy creature can suppress or resume the use of this ability as a free action.

Senses gains the following:

Improved Blindsight (Ex)

A windy creature can see using sound, even while within a solid object. This ability allows it to discern objects and creatures within 60 feet regardless of terrain or barriers that would normally impede vision. Unlike normal blindsight, a windy creature does not need line of effect to a creature or object to discern that creature or object. A silence spell negates this ability and forces the windy creature to rely on the base creature’s vision. This ability replaces blindsight. If the base creature has blindsight, the range for improved blindsight increases by the range of the base creature’s blindsight ability.

Defensive Abilities: A windy creature gains DR and Wind Resistance as noted on the table below.

Weakness: A windy creature gains weakness to ice.

Speed: The windy creature loses all the base creature’s speeds and gains a fly speed equal to double the base creature’s highest speed, with perfect maneuverability (depending on creature size).

Attacks: All of the base creature’s natural weapons and metal weapons gain wind damage on the table below:

 

Hit Dice DR Wind Damage Resist Wind
1 to 2 1 5
3 to 4 1d4 5
5 to 6 3/- 1d6 10
7 to 8 3/- 1d8 10
9 to 10 5/- 1d10 15
11 to 12 5/- 2d6 15
13 to 14 7/- 2d6 20
15 to 16 7/- 2d6 20
17 to 18 10/- 2d8 Immune
19 to 20 10/- 2d8 Immune

 

Special Attacks and Qualities: A windy creature may gain the following attacks for every 4 HD or fraction thereof:

Air Trample (Ex)

Only gain 1 use every 5 HD, The windy creature may cause wind damage to creatures and objects simply by passing through them. As a full-round action, the windy creature can move up to twice its speed in a straight line. Any creature it moves through can attempt either a Reflex save for half damage or an attack of opportunity. An unattended, non-magical object receives no save. No creature or object can be damaged twice in a round by this attack. Windy creatures do not damage creatures or objects they move through when not using this ability; the creature has to actually intend to cause damage. The damage dealt by this attack is based on size and is equal to that of a slam attack as if the creature was two size categories higher +1-1/2 times the windy creature’s Dexterity modifier. If the base creature has a trample attack, use that attack’s damage, but modified by Dexterity not Strength. The save DCs are Dexterity-based.

Air Spellcasting (Su)

A windy creature casts all spells and spell-like abilities with the wind descriptor at one caster level higher. A windy creature can add the wind descriptor to any damaging spell. Such spells are not cast at increased caster level and half of the damage dealt is wind damage. A windy creature cannot cast spells or use spell-like abilities with the ice descriptor.

Wind Blast (Ex)

Only gain 1 use every 4 HD, A windy creature attacks using the air surrounding it, transforming it into a forceful blast that deals wind damage as a slam attack of a creature one size category lower to all creatures within 50 feet. The wind walker makes a single attack roll at its full attack bonus against each opponent within reach as a standard action.

Wounding Sound (Ex)

Only gain 1 use every 4 HD, When the windy creature is wounded, its body involuntarily makes a thunderous report. Anyone within 30 feet of a windy creature when it is wounded must make a Fortitude save or take 1d6 points of wind damage, be stunned for 1 round, and be permanently deafened by the sudden sound blast. A creature that cannot hear or one that makes its save is not deafened or stunned, but it still takes 1d6 points of wind damage on a failed save. Any unattended object in the area automatically takes 1d6 points of wind damage each time the windy creature makes a wounding sound. The save is Constitution-based.

Wind Body (Ex)

A windy creature’s body shears all its touches or that touches it. Anyone striking a windy creature with natural or manufactured melee weapons takes 1d6 wind damage. If the base creature has a similar ability this ability replaces that one but the damage from the two abilities stack.

Insubstantial Form (Ex)

A windy creature cannot run, wear armor, or enter water or other liquids. It can pass through holes and small openings—even cracks. It can also occupy spaces occupied by its enemies. (This ability is similar to a gaseous form spell—note the windy creature is not subject to wind effects like the gaseous form spell.) Any piercing or slashing attack against a windy creature has a 20% miss chance. Bludgeoning attacks deal damage normally.

Undead Templates


Mummy Creature

“Mummified creature” is an acquired template that can be added to any living corporeal creature (hereafter referred to as the base creature). A mummified creature uses all of the base creature’s statistics except as noted here.

CR: 9 HD or less, as base creature +1; 10 HD or more, as base creature +2.

Alignment: Any evil.

Type: The creature’s type changes to undead (augmented). It retains any other subtypes as well, except for alignment subtypes and subtypes that indicate kind. Do not recalculate class HD, BAB, saves, or skill points.

Senses: A mummified creature gains darkvision 60 feet.

Aura: A mummified creature gains a frightful presence aura with a range of 30 feet and a duration of 1d6 rounds.

Armor Class: Natural armor improves by +4.

Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As an undead, a mummified creature uses its Charisma modifier to determine bonus hit points (instead of Constitution).

Defensive Abilities: A mummified creature gains DR 5/— and the defensive abilities granted by the undead type.

Weaknesses: The mummification process leaves a mummified creature vulnerable to a single energy type. Choose or determine randomly from the following list with a 1d8:

1 – Lightning

2 – Fire

3 – Water

4 – Ice

5 – Earth

6 – Wind

7 – Holy

8 – Reroll

As a fail-safe in case of rebellion, a mummified creature is subtly marked during the ritual process with a hieroglyph someplace inconspicuous on its body or wrappings that identifies the particular energy type to which it is vulnerable. A successful DC 20 Perception check is needed to find the mark, but a successful DC 25 Linguistics check is still required to decipher the hieroglyph’s meaning.

Speed: Decrease all speeds by 10 feet (to a minimum of 5 feet). If the base creature has a flight speed, its maneuverability changes to clumsy.

Attacks: The mummification process hardens the mummified creature’s bones to a stone-like density, granting the mummified creature a powerful slam attack if the base creature has no other natural attacks. This slam attack deals damage based on the mummified creature’s size, treating the creature as if it were one size category larger.

Special Attacks: A mummified creature gains the following abilities for every 6 HD or fraction thereof.

Burst of Vengeance (Su)

Only gain 1 use every 4 HD, Despite its slow, lumbering nature, a mummified creature is capable of lurching forward to attack with a short but surprising explosion of speed. Twice per day as a swift action, a mummified creature may act as if affected by a haste spell for 1 round.

Danse Macabre (Su) [Must have a HD of 14 or higher]

Only gain 1 use every 8 HD, A mummy waves his hands about which spreads a dark purple wave of blight within a 30-ft.-radius. Creatures within the area of effect must make a Fortitude save or be inflicted with Zombie status for 1 round per HD it has. Blue mages may learn this ability as a 7th level spell (Knowledge: Religion DC 29).

Mummy Rot (Su)

Curse and disease – slam; save Fort; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure -.

Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting any healing spells on the afflicted creature must succeed on a DC 19 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without an Arise or greater magic. The save DC is Charisma-based.

Sandstorm Wrath (Su) [Must have a HD of 10 or higher]

Only gain 1 use every 6 HD and as a standard action, a mummy can exhale a blast of superheated sand in a 40-foot cone. The blast deals 10d8 points of fire and slashing damage and are blinded for 2d4 rounds. A successful Reflex save halves this damage and negates the Blind status.

Abilities: Str +4, Int –2 (minimum 1). As an undead creature, a mummified creature has no Constitution score.

Feats: A mummified creature gains Toughness as a bonus feat, and Improved Natural Attack as a bonus feat for each of the base creature’s natural attacks.

Skills: A mummified creature gains a +4 racial bonus on Stealth checks.

 

Skeleton Creature

“Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Challenge Rating: This depends on the creature’s new total number of Hit Dice, as follows:

 

HD CR

0.5

0.17

1

0.33

2 to 3

1

4 to 5

2

6 to 7

3

8 to 9

4

10 to 11

5

12 to 14

6

15 to 17

7

18 to 20

8

 

Alignment: Always neutral evil.

Type: The creature’s type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind (such as giant). It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Armor Class: Natural armor bonus changes as follows:

 

Skeleton Size Natural Armor Bonus (Add this bonus)
Tiny or Smaller

0

Small

1

Medium or Large

2

Huge

3

Gargantuan

6

Colossal

10

 

Hit Dice: A skeleton drops any HD gained from class levels and changes racial HD to d8s. Creatures without racial HD are treated as if they have 1 racial HD. A skeleton uses its Cha modifier (instead of its Con modifier) to determine bonus hit points.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Defensive Abilities: A skeleton loses the base creature’s defensive abilities and gains DR 5/bludgeoning and absorb shadow. It also gains all of the standard immunities and traits possessed by undead creatures.

Speed: A winged skeleton can’t use its wings to fly. If the base creature flew magically, so can the skeleton. All other movement types are retained.

Attacks: A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A claw attack deals damage depending on the skeleton’s size (see Natural Attacks table below.) If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it’s better.

Special Attacks: A skeleton retains none of the base creature’s special attacks but may gain one of the following abilities for every 4 HD or fraction thereof.

Black Cloud (Su) [Must have a HD of 6 or higher]

Only gain 1 use every 5 HD, A skeleton can cause a black cloud of dark energy to erupt amongst its enemies within 60 feet. A skeleton deals 5d4 points of shadow damage in a 15-ft.-radius spread. Those in the area of effect, in addition to the damage, must make a Fortitude save or be inflict with the Blind status effect for 1d6 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).

Blood Saber (Su) [Must have a HD of 12 or higher]

Only gain 1 use every 7 HD, A skeleton can drain the health of all nearby enemies with a 15-ft.-radius spread. A skeleton deals 6d6 points of shadow damage and is healed by half of the total damage done unless those in the area must make a Fortitude save to negate the heal affect and take half damage. Blue mages may learn this ability as a 6th level spell (Knowledge: Religion DC 27).

Hell Slash (Su)

Only gain 1 use every 4 HD and as a swift action, a skeleton can imbue its weapon with dark energies. The next time the skeleton strikes a creature with its weapon, it discharges the dark elemental energy. It deals an addition 1d6 points of shadow damage against the target of the attack. In addition, the target of this attack must make a Fortitude save, or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell (Knowledge: Religion DC 19).

Horror Cloud (Su) [Must have a HD of 6 or higher]

Only gain 1 use every 5 HD, A skeleton can release a black cloud of horror towards its enemy within 60 feet. The target must make a Fortitude save or be inflicted with the Slow status effect for 1d6 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).

Malediction (Su) [Must have a HD of 18 or higher]

Only gain 1 use every 10 HD, A skeleton can release malevolence from within draining the health of all nearby enemies within a 30-ft.-radius spread. A draugar deals 12d6 points of shadow damage and is healed by half of the total damage done unless those in the area must make a Fortitude save (DC 23) to negate the heal affect and take half damage. Blue mages may learn this ability as a 9th level spell (Knowledge: Religion DC 33).

Marrow Drain (Su)

Only gain 1 use every 3 HD, A skeleton can siphon magic points off a single target within 30 ft. The target must make a Fortitude save or be drained for 1d4 MP which heals the elite skeleton for the same amount. Blue mages may learn this ability as a 1st level spell (Knowledge: Religion DC 17).

Abilities: A skeleton’s Dexterity increases by +2. It has no Constitution or Intelligence score, and its Wisdom and Charisma scores change to 10.

BAB: A skeleton’s base attack bonus is equal to 3/4 of its Hit Dice.

Skills: A skeleton loses all skill ranks possessed by the base creature and gains none of its own.

Feats: A skeleton loses all feats possessed by the base creature and gains Improved Initiative as a bonus feat.

Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks.

Environment: Any, usually the same as base creature.

Organization: Any.

Treasure: Generally none, although sometimes a skeleton’s creator arms it with magical armor or weapons.

 

Zombie Creature

“Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Challenge Rating: This depends on the creature’s new total number of Hit Dice, as follows:

 

HD CR

0.5

0.2

1

0.25

2

0.5

3 to 4

1

5 to 6

2

7 to 8

3

9 to 10

4

11 to 12

5

13 to 16

6

17 to 20

7

 

Alignment: Always neutral evil.

Type: The creature’s type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Armor Class: Natural armor bonus changes as follows:

 

Zombie Size Natural Armor Bonus (Add this bonus)
Tiny or Smaller

0

Small

1

Medium

2

Large

3

Huge

4

Gargantuan

7

Colossal

11

 

Hit Dice: A zombie drops any HD gained from class levels and changes racial HD to d8s. Creatures without racial HD are treated as if they have 1 racial HD. A zombie uses its Cha modifier (instead of its Con modifier) to determine bonus hit points. Zombies gain a number of additional HD as noted on the following table:

 

Zombie Size Bonus Hit Dice
Tiny or smaller

Small or Medium

+1 HD

Large

+2 HD

Huge

+4 HD

Gargantuan

+6 HD

Colossal

+10 HD

 

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Defensive Abilities: A zombie loses the base creature’s defensive abilities and gains DR 5/slashing.

Speed: Winged zombies can still fly, but maneuverability drops to clumsy. If the base creature flew magically, so can the zombie. Retain all other movement types.

Attacks: A zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. It also gains a slam attack that deals damage based on the zombie’s size, but as if it were one size category larger than its actual size (see Natural Attacks).

Special Attacks: A zombie retains none of the base creature’s special attacks but may gain one of the following abilities for every 6 HD or fraction thereof.

Drain Touch (Su) [Must have a HD of 8 or higher]

Only gain 1 use every 6 HD, A zombie can absorb the blood from a target with a melee touch attack. If it hits, the target take 4d6 points of shadow damage and the zombie is healed for that much. This spell also works against undead unlike most draining abilities. Blue mages may learn this ability as a 4th level spell (Knowledge: Religion DC 23).

Leech (Su)

Only gain 1 use every 4 HD, A zombie can leech the blood from a target within 30 feet. The target must make a Fortitude save or take 2d6 points of shadow damage and the zombie is healed for that much. Blue mages may learn this ability as a 2nd level spell (Knowledge: Religion DC 19).

Sickening Breath (Su)

Only gain 1 use every 3 HD, A ghoul can breathe out a foul breath in a 15-ft.-cone. Creatures within the area of effect must make a Fortitude save or suffer a -2 penalty to Attack rolls and skill checks for 1d4 rounds. Blue mages may learn this ability as a 1st level spell (Knowledge: Religion DC 17).

Abilities: Str +2, Dex –2. A zombie has no Con or Int score, and its Wis and Cha become 10.

Skills: A zombie has no skill ranks.

Feats: A zombie loses all feats possessed by the base creature, and does not gain feats as its Hit Dice increase, but it does gain Toughness as a bonus feat.

Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality.

Staggered (Ex)

Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.