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Level Up: Advanced 5th Edition (A5E)
A Leveled-Up Bestiary: Volume Two
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<blockquote data-quote="Faolyn" data-source="post: 9455797" data-attributes="member: 6915329"><p>One thing I wish Inphasmada had was a dedicated settlement, a haven amongst the weirdness ("or is it...?"). In Planescape, Limbo has a village of halflings that got sucked in and now have to spend their time imagining their homes as a steady place so it doesn't get transformed into weirdness by Limbo's primordial soup. If I use Inphasmada, I'll probably use that concept.</p><p></p><p>Our next template is the <strong>axiomatic creature</strong>—if Chaos gets a template, then so does Law. <em>Planestrider's Journal</em> has a plane of Law, Luria, although to me, that plane is more Lawful <em>Evil</em> than Lawful Neutral. I think I prefer Mechanus when it comes to pure Law, although Luria is certainly useful in its own way. Anyway, the template that is about as boring as the anarchic creature’s was, so hopefully I made it a bit better.</p><p></p><p>I found a forum post on minmaxforum.com, which I’d never heard of before, that claims to have a list of every 3.x template. According to it, the axiomatic creature is not only from the <em>Manual of the Planes</em> and <em>Planar Handbook</em>, but also from the <em>Lord of the Iron Fortress</em> adventure.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 22px">Axiomatic Creature (Template)</span></span></strong></p><p>Source: <em>Manual of the Planes; </em>Designers:<em> Jeff Grubb, Bruce R. Cordell, David Noonan</em></p><p></p><p>Much like their chaotic not-kin, the anarchic creatures, axiomatic creatures are from planes of pure Law. They are more perfectly “formed” than creatures from elsewhere—they’re completely symmetrical and tend to have sharper and more precise lines and clearer features. They also often have a shiny or even metallic appearance, and groups of axiomatic creatures tend to look alike—not necessarily identical, but definitely close.</p><p></p><p>It’s rumored that, hidden in the planes of Law there are great machines which can purify creatures and objects that are put in them, turning them into axiomatic creatures and stamping out the bits of randomness that makes each individual person or object unique.</p><p></p><p>--</p><p></p><p>“Axiomatic” is a template that can be added to any corporeal aberration, beast, dragon, fey, giant, humanoid, monstrosity, ooze, or plant that does not have the Lawful alignment. It retains all of the statistics of the base creature except as noted below:</p><p></p><p><strong><em>Type.</em></strong> If the base creature is a beast, it becomes a monstrosity.</p><p></p><p><strong><em>Attributes.</em></strong> If the axiomatic creature’s Intelligence is 1 or 2, it becomes 3 (-4)</p><p></p><p><strong><em>Resistances.</em></strong> The axiomatic creature has resistance to acid, cold, fire, lightning, and thunder damage.</p><p></p><p><strong><em>Immunities.</em></strong> The axiomatic creature is immune to the paralyzed and petrified conditions.</p><p></p><p><strong><em>Senses.</em></strong> The axiomatic creature has darkvision to 60 feet.</p><p></p><p><strong><em>Action: Analyze.</em></strong> The axiomatic creature makes a Wisdom (Insight) check against a creature it can see within 60 feet. On a success, it learns two of the following aspects about the creature: its resistances, immunities, vulnerabilities, and current and maximum hit points.</p><p></p><p>If the base creature is CR 10 or higher, this is a bonus action instead.</p><p></p><p><strong><em>Even Field.</em></strong> The axiomatic creature ignores difficult terrain.</p><p></p><p><strong><em>Group Mind.</em></strong> The axiomatic creature is in constant telepathic contact with all other axiomatic creatures within 100 feet. As long as there is at least one other axiomatic creature within that range, it has advantage on Perception checks and on saving throws against being blinded, charmed, confused, deafened, frightened, stunned, and knocked unconscious, and it can’t be flanked.</p><p></p><p><strong><em>Lawful.</em></strong> The axiomatic creature radiates a Lawful aura.</p><p></p><p><strong><em>Pack Tactics.</em></strong> The axiomatic creature has advantage on attack rolls against a creature if at least one of the axiomatic creature’s allies is within 5 feet of the creature and not incapacitated.</p><p></p><p><strong><em>New Reaction: Perfectly Average (X/Day).</em></strong> When a creature the axiomatic creature rolls a die, the axiomatic creature can alter the die so it instead rolls the exact average number for that die (d4 = 3; d6 = 4; d8 = 5; d10 = 6; d12 = 7; d20 = 11). The number of times it can do this depends on the base creature’s CR:</p><p></p><p>CR 4 or lower: 1/day</p><p>CR 5 – 16: 3/day</p><p>CR 17 – 22: Recharge 5-6</p><p>CR 23 or higher: 1/turn</p><p></p><p><strong><em>Regeneration.</em></strong> The axiomatic creature regains 5 hit points at the beginning of each of its turns as long as it has at least 1 hit point.</p><p></p><p><strong><em>Smite Chaos: </em></strong>If the axiomatic creature scores a critical success against a creature with the Chaotic alignment with a melee weapon attack, it inflicts an additional two dice of damage.</p><p></p><p>--</p><p></p><p>The following uses a veteran as the base creature.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Lurian Captain of the Guard</span></span></strong></p><p><strong>Medium humanoid; Challenge 3 (700 XP)</strong></p><p><strong>AC</strong> 16 (hauberk)</p><p><strong>HP</strong> 58 (9d818; bloodied 29)</p><p><strong>Speed</strong> 30 ft.</p><p></p><p><strong>STR</strong> 16 (+3) <strong>DEX</strong> 12 (+1) <strong>CON</strong> 14 (+2)</p><p><strong>INT</strong> 10 (+0) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 10 (+0)</p><p></p><p><strong>Proficiency</strong> +2; <strong>Maneuver DC</strong> 13</p><p><strong>Saving Throws</strong> Str +5, Dex +3, Con +4</p><p><strong>Skills</strong> Athletics +5, Intimidation +2 (+1d4), Perception +2, Survival +2</p><p><strong>Damage Resistances</strong> acid, cold, fire, lightning, thunder</p><p><strong>Condition Immunities</strong> paralyzed, petrified</p><p><strong>Senses</strong> passive Perception 12</p><p><strong>Languages</strong> Common, one other</p><p></p><p><strong><em>Even Field.</em></strong> The Lurian captain ignores difficult terrain.</p><p></p><p><strong><em>Group Mind.</em></strong> The Lurian captain is in constant telepathic contact with all other Lurian captains within 100 feet. As long as there is at least one other Lurian captain within that range, it has advantage on Perception checks and on saving throws against being blinded, charmed, confused, deafened, frightened, stunned, and knocked unconscious, and it can’t be flanked.</p><p></p><p><strong><em>Lawful.</em></strong> The Lurian captain radiates a Lawful aura.</p><p></p><p><strong><em>Pack Tactics.</em></strong> The Lurian captain has advantage on attack rolls against a creature if at least one of the Lurian captain’s allies is within 5 feet of the creature and not incapacitated.</p><p></p><p><strong><em>Regeneration.</em></strong> The Lurian captain regains 5 hit points at the beginning of each of its turns as long as it has at least 1 hit point.</p><p></p><p><strong><em>Smite Chaos: </em></strong>If the Lurian captain scores a critical success against a creature with the Chaotic alignment with a melee weapon attack, it inflicts an additional two dice of damage.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The Lurian captain makes two melee attacks.</p><p></p><p><strong><em>Longsword.</em></strong><em> Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d8+3) slashing damage.</p><p></p><p><strong><em>Shortsword.</em></strong><em> Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d6+3) piercing damage.</p><p></p><p><strong><em>Heavy Crossbow.</em></strong><em> Ranged Weapon Attack:</em> +3 to hit, range 100/400 ft., one target. <em>Hit:</em> 7 (1d10+2) piercing damage.</p><p></p><p><strong><em>Analyze.</em></strong> The Lurian captain makes a Wisdom (Insight) check against a creature it can see within 60 feet. On a success, it learns two of the following aspects about the creature: its resistances, immunities, vulnerabilities, and current and maximum hit points.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Tactical Movement.</em></strong> Until the end of the captain of the guard’s turn, their Speed is halved and their movement doesn’t provoke opportunity attacks.</p><p></p><p><strong><u>Reactions</u></strong></p><p><strong><em>Off-Hand Counter.</em> </strong>When the captain of the guard is missed by a melee attack by an attacker they can see within 5 feet, the captain of the guard makes a shortsword attack against the attacker.</p><p></p><p><strong><em>Reaction: Perfectly Average (1/Day).</em></strong> When a creature the Lurian captain rolls a die, the Lurian captain can alter the die so it instead rolls the exact average number for that die (d4 = 3; d6 = 4; d8 = 5; d10 = 6; d12 = 7; d20 = 11).</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9455797, member: 6915329"] One thing I wish Inphasmada had was a dedicated settlement, a haven amongst the weirdness ("or is it...?"). In Planescape, Limbo has a village of halflings that got sucked in and now have to spend their time imagining their homes as a steady place so it doesn't get transformed into weirdness by Limbo's primordial soup. If I use Inphasmada, I'll probably use that concept. Our next template is the [B]axiomatic creature[/B]—if Chaos gets a template, then so does Law. [I]Planestrider's Journal[/I] has a plane of Law, Luria, although to me, that plane is more Lawful [I]Evil[/I] than Lawful Neutral. I think I prefer Mechanus when it comes to pure Law, although Luria is certainly useful in its own way. Anyway, the template that is about as boring as the anarchic creature’s was, so hopefully I made it a bit better. I found a forum post on minmaxforum.com, which I’d never heard of before, that claims to have a list of every 3.x template. According to it, the axiomatic creature is not only from the [I]Manual of the Planes[/I] and [I]Planar Handbook[/I], but also from the [I]Lord of the Iron Fortress[/I] adventure. [B][COLOR=rgb(41, 105, 176)][SIZE=6]Axiomatic Creature (Template)[/SIZE][/COLOR][/B] Source: [I]Manual of the Planes; [/I]Designers:[I] Jeff Grubb, Bruce R. Cordell, David Noonan[/I] Much like their chaotic not-kin, the anarchic creatures, axiomatic creatures are from planes of pure Law. They are more perfectly “formed” than creatures from elsewhere—they’re completely symmetrical and tend to have sharper and more precise lines and clearer features. They also often have a shiny or even metallic appearance, and groups of axiomatic creatures tend to look alike—not necessarily identical, but definitely close. It’s rumored that, hidden in the planes of Law there are great machines which can purify creatures and objects that are put in them, turning them into axiomatic creatures and stamping out the bits of randomness that makes each individual person or object unique. -- “Axiomatic” is a template that can be added to any corporeal aberration, beast, dragon, fey, giant, humanoid, monstrosity, ooze, or plant that does not have the Lawful alignment. It retains all of the statistics of the base creature except as noted below: [B][I]Type.[/I][/B] If the base creature is a beast, it becomes a monstrosity. [B][I]Attributes.[/I][/B] If the axiomatic creature’s Intelligence is 1 or 2, it becomes 3 (-4) [B][I]Resistances.[/I][/B] The axiomatic creature has resistance to acid, cold, fire, lightning, and thunder damage. [B][I]Immunities.[/I][/B] The axiomatic creature is immune to the paralyzed and petrified conditions. [B][I]Senses.[/I][/B] The axiomatic creature has darkvision to 60 feet. [B][I]Action: Analyze.[/I][/B] The axiomatic creature makes a Wisdom (Insight) check against a creature it can see within 60 feet. On a success, it learns two of the following aspects about the creature: its resistances, immunities, vulnerabilities, and current and maximum hit points. If the base creature is CR 10 or higher, this is a bonus action instead. [B][I]Even Field.[/I][/B] The axiomatic creature ignores difficult terrain. [B][I]Group Mind.[/I][/B] The axiomatic creature is in constant telepathic contact with all other axiomatic creatures within 100 feet. As long as there is at least one other axiomatic creature within that range, it has advantage on Perception checks and on saving throws against being blinded, charmed, confused, deafened, frightened, stunned, and knocked unconscious, and it can’t be flanked. [B][I]Lawful.[/I][/B] The axiomatic creature radiates a Lawful aura. [B][I]Pack Tactics.[/I][/B] The axiomatic creature has advantage on attack rolls against a creature if at least one of the axiomatic creature’s allies is within 5 feet of the creature and not incapacitated. [B][I]New Reaction: Perfectly Average (X/Day).[/I][/B] When a creature the axiomatic creature rolls a die, the axiomatic creature can alter the die so it instead rolls the exact average number for that die (d4 = 3; d6 = 4; d8 = 5; d10 = 6; d12 = 7; d20 = 11). The number of times it can do this depends on the base creature’s CR: CR 4 or lower: 1/day CR 5 – 16: 3/day CR 17 – 22: Recharge 5-6 CR 23 or higher: 1/turn [B][I]Regeneration.[/I][/B] The axiomatic creature regains 5 hit points at the beginning of each of its turns as long as it has at least 1 hit point. [B][I]Smite Chaos: [/I][/B]If the axiomatic creature scores a critical success against a creature with the Chaotic alignment with a melee weapon attack, it inflicts an additional two dice of damage. -- The following uses a veteran as the base creature. [B][COLOR=rgb(41, 105, 176)][SIZE=7]Lurian Captain of the Guard[/SIZE][/COLOR] Medium humanoid; Challenge 3 (700 XP) AC[/B] 16 (hauberk) [B]HP[/B] 58 (9d818; bloodied 29) [B]Speed[/B] 30 ft. [B]STR[/B] 16 (+3) [B]DEX[/B] 12 (+1) [B]CON[/B] 14 (+2) [B]INT[/B] 10 (+0) [B]WIS[/B] 10 (+0) [B]CHA[/B] 10 (+0) [B]Proficiency[/B] +2; [B]Maneuver DC[/B] 13 [B]Saving Throws[/B] Str +5, Dex +3, Con +4 [B]Skills[/B] Athletics +5, Intimidation +2 (+1d4), Perception +2, Survival +2 [B]Damage Resistances[/B] acid, cold, fire, lightning, thunder [B]Condition Immunities[/B] paralyzed, petrified [B]Senses[/B] passive Perception 12 [B]Languages[/B] Common, one other [B][I]Even Field.[/I][/B] The Lurian captain ignores difficult terrain. [B][I]Group Mind.[/I][/B] The Lurian captain is in constant telepathic contact with all other Lurian captains within 100 feet. As long as there is at least one other Lurian captain within that range, it has advantage on Perception checks and on saving throws against being blinded, charmed, confused, deafened, frightened, stunned, and knocked unconscious, and it can’t be flanked. [B][I]Lawful.[/I][/B] The Lurian captain radiates a Lawful aura. [B][I]Pack Tactics.[/I][/B] The Lurian captain has advantage on attack rolls against a creature if at least one of the Lurian captain’s allies is within 5 feet of the creature and not incapacitated. [B][I]Regeneration.[/I][/B] The Lurian captain regains 5 hit points at the beginning of each of its turns as long as it has at least 1 hit point. [B][I]Smite Chaos: [/I][/B]If the Lurian captain scores a critical success against a creature with the Chaotic alignment with a melee weapon attack, it inflicts an additional two dice of damage. [B][U]Actions[/U] [I]Multiattack.[/I][/B] The Lurian captain makes two melee attacks. [B][I]Longsword.[/I][/B][I] Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit:[/I] 7 (1d8+3) slashing damage. [B][I]Shortsword.[/I][/B][I] Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit:[/I] 6 (1d6+3) piercing damage. [B][I]Heavy Crossbow.[/I][/B][I] Ranged Weapon Attack:[/I] +3 to hit, range 100/400 ft., one target. [I]Hit:[/I] 7 (1d10+2) piercing damage. [B][I]Analyze.[/I][/B] The Lurian captain makes a Wisdom (Insight) check against a creature it can see within 60 feet. On a success, it learns two of the following aspects about the creature: its resistances, immunities, vulnerabilities, and current and maximum hit points. [B][U]Bonus Actions[/U] [I]Tactical Movement.[/I][/B] Until the end of the captain of the guard’s turn, their Speed is halved and their movement doesn’t provoke opportunity attacks. [B][U]Reactions[/U] [I]Off-Hand Counter.[/I] [/B]When the captain of the guard is missed by a melee attack by an attacker they can see within 5 feet, the captain of the guard makes a shortsword attack against the attacker. [B][I]Reaction: Perfectly Average (1/Day).[/I][/B] When a creature the Lurian captain rolls a die, the Lurian captain can alter the die so it instead rolls the exact average number for that die (d4 = 3; d6 = 4; d8 = 5; d10 = 6; d12 = 7; d20 = 11). [/QUOTE]
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