granted, i would struggle with making a creature template for neutral specifically due to the absence of the other alignments.
I managed to come up with a couple of ideas while working on the planar dragons, but yeah, I'm having a hard time thinking of good ideas for a template.
Let me ignore the alphabet for a moment to bring you the
fiendish creature, a combination of the fiendish creature and half-fiend templates. Once again, having two different templates isn't really necessary.
Fiendish Creature (Template)
Source:
Monster Manual; Designers:
Monte Cook, Jonathan Tweet, Skip Willians
There are creatures that live in the Evil planes that are not devils or demons, but are just as evil as them. Some of them are native creatures with a role similar to that of the animals and plants of the Waking World; some are damned souls that have been “elevated” to fiendish status; some were mortals who had been transformed by the planes’ evil radiation; and some are the offspring of a minor demon or devil and a mortal. In all cases, though, the evil of their native plane shines through. They resemble mortal creatures, but are clearly fiendish in nature. They often have barbs, spikes, or horns, forked tails and leathery wings, glowing eyes, and smell of sulfur or rot.
--
“Fiendish” is a template that can be added to any corporeal beast, dragon, giant, humanoid, monstrosity, ooze, or plant that does not have the Evil alignment.
Type. The fiendish creature becomes a fiend.
Attributes. If the fiendish creature’s Intelligence is 1 or 2, it becomes 3 (-4).
Resistances. The fiendish creature is resistant to acid, cold, fire, and necrotic damage. If the base creature was CR 10 or higher, it is also resistant to damage from nonmagical weapons.
Immunities. The fiendish creature is immune to poison damage and to the poisoned condition.
Senses. The fiendish creature has darkvision to 60 feet. If the base creature already has darkvision, it increases by 60 ft.
Languages. The fiendish creature knows either Abyssal or Infernal (or both).
Aligned. Most, but not all, fiendish creatures radiate an aura of Evil.
Action: Fiendish Ability. The fiendish creature gains one of the following abilities:
•
Devour Life. Whenever a creature within 30 feet of the fiendish creature dies (or within 60 feet, if the base creature was CR 10 or higher), the fiendish creature 15 gains temporary hit points (or 20, if the base creature was CR 10 or higher).
• Diabolical Blow (1/turn). When the fiendish creature hits a creature with a weapon attack, it may choose to do acid, fire, or necrotic damage instead of the weapon’s normal type of damage (Narrator determines the damage type when making the creature). If the base creature is CR 10 or higher, it also inflicts an additional die of damage when it uses this ability.
•
Hellsight. Magical darkness doesn’t impede the fiendish creature’s darkvision.
•
Stench. Any creature other than the fiendish creature that starts its turn within 5 feet of the fiendish creature must succeed on a Constitution saving throw (DC = 8 + the fiendish creature’s PB + the fiendish creature’s Constitution modifier) or be poisoned until the start of its next turn. If the base creature’s CR is 5 or higher, this affects creatures within 10 feet of the fiendish creatures.
•
Action: Terrifying Glare (Gaze, Recharge 5-6). The fiendish creature targets one creature it can see within 30 feet of it (or 60 feet, if the base creature is CR 10 or higher). That creature must make a Wisdom saving throw (DC = 8 + the fiendish creature’s PB + the fiendish creature’s Charisma modifier). On a failed save, then until the end of the creature’s next turn, it is frightened and can’t regain hit points.
Innate Spellcasting. If the fiendish creature’s Intelligence, Wisdom, and Charisma scores are 8 or higher, it gains the ability to cast spells. The fiendish creature’s spellcasting trait is Charisma, unless it already has Innate Spellcasting that relies on another attribute. It can cast the following spells (depending on the base creature’s CR) without the need for material components, and it knows the spells of lower CRs as well:
CR 4 or lower: 1/day each:
bane, darkness
CR 5 – 16: 1/day each:
blight, stinking cloud
CR 17 – 22: 1/day each:
contagion, eyebite
CR 23 or higher: 1/day each:
raise hell, wall of flesh
Smite Good. If the fiendish creature scores a critical success against a creature with the Good alignment or a celestial with a melee weapon attack, it inflicts an additional two dice of damage. If the base creature is CR 10 or higher this increases to an additional four dice of damage.
Winged. Some, but not all, fiendish creatures have wings, giving them a fly speed equal to twice their walking speed.
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The following uses an alpha werewolf as the base creature.
Hellwolf
Medium fiend (shapechanger); Challenge 6 (2,300 XP)
AC 12
HP 104 (16d8+32; bloodied 52)
Speed 30 ft. (40 ft. in wolf form)
STR 14 (+2)
DEX 14 (+2)
CON 14 (+2)
INT 10 (+0)
WIS 10 (+0)
CHA 10 (+0)
Proficiency +3;
Maneuver DC 13
Skills Perception +2 (+1d4), Stealth +4, Survival +2
Damage Resistances acid, cold, fire, necrotic
Damage Immunities poison; damage from nonmagical, non-silvered weapons
Condition Immunities poisoned
Senses darkvision 90 ft. (wolf or hybrid form only), passive Perception 14
Languages Common, Infernal
Devour Life. Whenever a creature within 30 feet of the hellwolf dies, the hellwolf 15 gains temporary hit points.
Evil. The hellwolf radiates an aura of Evil.
Innate Spellcasting. The hellwolf’s spellcasting trait is Charisma (spell save DC 11). It can innately cast the following spells without the need for material components:
1/day each:
bane, blight, darkness, stinking cloud
Keen Hearing and Smell. The hellwolf has advantage on Perception checks that rely on hearing or smell.
Pack Tactics. The hellwolf has advantage on attack rolls against a creature if at least one of the hellwolf’s allies is within 5 feet of the creature and not incapacitated.
Wolfsbane. Lycanthropes are repelled by the wolfsbane flower. A lycanthrope in hybrid or beast form is poisoned while within 10 feet of a living or dried wolfsbane flower that it can smell. If wolfsbane is applied to a weapon or ammunition, lycanthropes are damaged by the weapon as if it were silver. An application of wolfsbane lasts for 1 hour.
Smite Good. If the hellwolf scores a critical success against a creature with the Good alignment or a celestial with a melee weapon attack, it inflicts an additional two dice of damage.
Actions
Multiattack. The hellwolf makes two melee attacks, only one of which can be with its bite.
Greatclub (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d8+2) bludgeoning damage.
Claw (Wolf or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d8+2) slashing damage plus 7 (2d6) necrotic damage, and the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d8+2) piercing damage plus 7 (2d6) necrotic damage, and the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. If the target is a humanoid, it makes a DC 13 Constitution saving throw. On a failure, it is cursed with werewolf lycanthropy.
Bonus Actions
Shapeshift. The hellwolf changes its form to a wolf, a wolf-humanoid hybrid, or into its true form, which is a humanoid. While shapeshifted, its statistics are unchanged. It can’t speak in wolf form. Its equipment is not transformed. It reverts to its true form if it dies.
Frenzied Bite (While Bloodied, Wolf or Hybrid Form Only). The hellwolf makes a bite attack.