Book of Templates, Deluxe Edition
By Ian S. Johnston and Chris S. Sims
Silverthorne Games product number STG 1006
260-page PDF, $12.00
Book of Templates, Deluxe Edition was released late last year and is apparently a much larger, greatly improved version of the original
Book of Templates (which I must admit to never having seen). At 260 pages for only $12.00 (and the occasional sale price lowering it even more), this is a must-have for DMs wanting to add some variety to the monsters they throw at their players' PCs.
The cover, as I'm learning is pretty typical for Silverthorne Games, is a simple pattern on a swirly background - in this case, a Celtic design. There's nothing really wrong with this approach, and I suppose it doesn't make a whole lot of sense to pay big bucks to commission a more appropriate piece of artwork for a PDF product when the author (in this case Ian Johnston, who's credited with the cover art) can just whip something up on his computer. I will question the appropriateness of using green lettering when the background is red, but then that's all the time I'll dedicate to the cover art.
The interior artwork consists of 36 black-and-white illustrations by three different artists: Cara Mitten, Jeremy Mohler, and V. Shane. I'm not familiar with either of them, and the artwork they provide here is nothing spectacular, but it gets the job done and in each case is appropriate to the templated creature in question, which is a plus. All in all, I'd put the artwork at about average, with occasional pieces dipping a bit below the average mark. (In some cases, as in the amorphous hill giant on page 21, it isn't poor art so much as a poor scanning job that pixilates the artwork in question.)
As for the material itself, much of it is very well thought out and useful, although I was disappointed by the large quantity of "Half-Whatever" templates. Still, with over 85 templates (I say "over 85" because even though there are 85 listed, many of them have additional variances listed at the end, some of them "simplates" - "simple templates" that make a very few changes to the existing creature or standard version of the template - and some of them "microplates" - quick and easy "micro-templates" that don't warrant a separate entry from the existing template), there is plenty of useful material here.
Book of Templates, Deluxe Edition is laid out as follows:
- Introduction: an explanation on how to read the templates in the PDF
- Templates in the Game World: possible explanations as to how creatures could have acquired these templates in the campaign world, with an explanation of the rituals involved
- Aberrant: a hodgepodge template, basically slapping together a whole bunch of special attacks and special qualities from other monsters in the SRD and compiling a couple of charts out of them; overall a pretty disappointing entry (pity it's the first one, too, but the templates were wisely alphabetized)
- Abyssal: chaotic evil versions of normal creatures as they exist on the planes of the Abyss
- Amorphous: normal-looking creatures that can flow through small openings in the manner of oozes and stretch their appendages like Plastic Man
- Angel, Fallen: celestial beings that have fallen from grace
- Angel, War: celestial beings whose existence is geared toward combating evil
- Apocalyptic: enormous, powerful versions of the base creature, often powerful enough to destroy entire civilizations (this one is best reserved for epic rules play)
- Arcane Servitor: creatures that have tapped into the magical energies residing inside themselves
- Argent Servitor: defenders of the good, imbued with holy might to combat evil
- Beast, Elder: sentient animals from the dawning of time
- Beast Lord: the guiding spirits of entire animal races
- Bladed Horror: creatures whose limbs were replaced with steel blades (kind of a generic "hook horror" template)
- Blighted Thrall: those who have failed the tests of deities, and now are twisted, misshapen creatures who follow the will of any clerics they meet
- Blind Oracle: seers of the future who have been blinded
- Construct, Ablative: a weaker version of a construct, created by taking "shortcuts" in the construction process
- Construct, Kith: automatons constructed to resemble living beings
- Construct, Necromantic: golem-like constructs crafted of flesh and bone
- Construct, Skinrug Guardian: animated skins (like a bearskin rug)
- Construct, Verminshell: the animated husk of a vermin
- Construct, Woundmender: self-repairing constructs
- Demi-Gorgon: a half-gorgon, using this term only for its pun value (Demigorgon being a powerful extraplanar being in D&D)
- Denizen of the Deep: aquatic versions of the base creature
- Desiccated: undead creatures created from the remains of those who perished in the desert
- Dragon-Blooded: creatures with a dragon ancestor, but not quite a half-dragon
- Dreadnaught: larger, hardier, and stronger versions of the base creature
- Drider: a generic template for fusing a humanoid torso onto a spider's body, so not all driders need be from drow stock
- Ebon Servitor: those who have sold their souls to a powerful extraplanar being in exchange for power
- Elemental: versions of standard creatures that exist on the elemental planes
- Elemental, Thermic: earth elementals infused with fire energy
- Enchanted: creatures infused with magical energy
- Ethereal: creatures capable of shifting back and forth between the Prime Material Plane and the Ethereal Plane
- Exoskeleton: animated husks of invertebrates
- Fey-Kissed: creatures with magical powers through having spent time in the "faerie realms" (or equivalent)
- Fiend, Redeemed: the opposite of a fallen angel (something not out of place in a Joss Whedon "Buffyverse" TV show)
- Ghoul: making ghouls out of more than just humanoids
- Gigantic: extra-large versions of the base creature
- Half-Drow: pretty self-explanatory
- Half-Genie: ditto
- Half-Gnome: ditto again
- Half-Humanoid: this one can use some further explanation: it's a way to "water down" a creature so it can be used with a different "Half-Whatever" template
- Half-Kobold: pretty self-explanatory
- Half-Medusa: ditto
- Half-Nymph: ditto again
- Half-Orc: ditto yet again
- Half-Sidhe: a "sidhe" being a magical elf
- Half-Troll: pretty self-explanatory
- Heightened: a more powerful member of the base creature
- Hiveling: a group of creatures that develops a hivemind
- Hypermitotic: a creature that splits into two identical copies
- Immortal: a creature given the opportunity to live forever to further its service to a deity
- Lekassi: a living creature born of an undead parent
- Lycanthrope, Wereworg: a more powerful form of werewolf
- Mephit Lord: rulers of the mephits
- Metallivore: a creature designed to eat and digest metal
- Miniature: smaller-than-normal versions of the base creature
- Mohrg: making a mohrg of other creatures besides humanoids
- Moon Wildling: a sort of natural, good version of a lycanthrope
- Mummy, True: a sentient undead, more powerful than the standard mummy and more like a lich
- Necrovore: hunters (and eaters) of undead
- Nettlecloud Spider: a spider (or spiderlike creature, like a drider or aranea) that can rub a cloud of tiny spikes from its body as a defense mechanism
- Non-Euclidian: a creature that defies the very laws of nature, capable of driving those who look at it insane (think of it as a normal creature whose body has been drawn by Escher)
- Paleoskeleton: an animated fossil skeleton
- Phantasmal: illusory creatures
- Plantform: a plant in the form of the base creature
- Puppeteer Ooze: an ooze that can control a host body
- Puppeteer Ooze Host: the host body controlled by a puppeteer ooze (together, these two are rather like the old olive slime and olive slime zombie)
- Quickened: a much faster version of the base creature
- Relentless: a creature that can only be slain by its special "Achilles' heel" weakness
- Savage: a wilder, more feral version of the base creature
- Scryling: a normal-looking animal used as a scrying device by a wizard
- Shadowborne: creatures suffused with the essence of shadow
- Siphon Beast: creatures able to absorb a type of energy (or sometimes more than one) and then discharge it back at their foes
- Skeleton, Greater: a more powerful version of the standard skeleton
- Skinhusk: the hollow, animated remains of a slain creature's skin and muscles, often filled with a variety of unpleasant mixtures
- Spirit: the nature spirit version of the base creature
- Two-Headed Mutant: how to "ettin-ize" a creature that normally only has one head
- Vampire, Corpse: zombie-like vampires
- Vampire, Dread: powerful vampires that feed on fear rather than blood
- Vampire, Fleshbound: more humanlike vampires, capable of reproducing normally with the living
- Vampire, Half-: the offspring of a living creature and a (fleshbound, usually) vampire
- Vampiric: bloodsucking versions of the base creature (note that these are not undead)
- Vampiric Thrall: those who drink the (often addictive) blood of vampires for a measure of power
- Voidspawn: creatures infused with the power of utter destruction
- Wight: making wights from other than just humanoid stock
- Wretched: hideous creatures, the remains of failed experiments
- Zombie, Greater: more powerful version of the standard zombie
- Appendix I - Creature Construction Charts: helpful charts on a monster's physical attributes and attacks by creature type and Hit Dice
- Appendix II - Stacking Templates: useful notes on how to give a single creature more than one template
- Appendix III - Template Indices: templates organized by name, CR adjustment, and Effective Character Level (ECL)
- Appendix IV - Other Indices: Templates by originator, microplates and simplates, new monsters (by name and by CR), new PC races (by name and by ECL), unique creatures (by name and by CR), new spells and rituals (by name and by school of magic), new diseases, new domains, new magic items, and new feats
- Appendix V - Licenses and Legal Information: the stuff required by the d20 license
While Ian Johnston and Chris Sims were responsible for the majority of these templates, several of them were taken from other OGL sources, so some were written by Devon Apple, Erica Balsley, Robert Blezard, Andy Collins, Gregory W. Ragland, and Sean K. Reynolds. In each case, the two main authors edited and updated the templates (according to the information presented in Appendix IV), but what I found inexplicable - and downright disappointing - was that none of the templates in this PDF were updated to the 3.5 rules. I'm not sure why this is - the PDF was released in late 2003, with more than enough time to do the necessary conversions - but for whatever reason, all of the material present is in 3.0 format. Fortunately, there isn't a whole lot that requires converting, but that only makes it more puzzling why the authors didn't do the conversions for us. (Plus, I would have liked to have the 3.5 versions of the creature statistics, with helpful bits like touch and flatfooted AC and Base Attack and Grapple entries.)
As far as positive aspects of the PDF, however, there are fortunately quite a few. I fully expected each template to have a sample templated creature, but I was very impressed when I realized that many of them had more than one. (The kith construct template had
five, one each of the clay, glass, iron, stone, and wood kith constructs.) Furthermore, I was pleased to see that there was very little repetition as far as the base creatures went; with over 85 templated creatures, very few of them used the same base creature that showed up in a different template. Furthermore, the inclusion of so many examples means that in many ways this PDF serves as a ready-to-use mini-
Monster Manual.
I was also impressed by the liberal sprinkling of new spells, feats, and magic items scattered throughout the PDF. There are even a couple of new cleric domains. I especially liked the new diseases, which make perfectly logical sense as to how certain templates can be applied. (For example, the ooze spore rot is a perfect way for a creature to gain the amorphous template, and the vein rot fungus explains how a creature might become a metallivore.)
However, I had a few problems with
Book of Templates, Deluxe Edition besides the lack of updates to the 3.5 rules. The font used in the header uses a "V" instead of a "U" (I suppose it's supposed to look Roman, for whatever reason), so we get words like "INTRODVCTION," "CONSTRVCT," "MVMMY," and so on. (Picky, I know, but I found it irritating.) There were also a slew of editing mistakes, mostly of the types "extra word in a sentence," apostrophe misuse, formatting errors (sometimes a whole section will be one font size bigger than the rest of the words on the page, or half a sentence will be italicized for no reason, or there will be a missing carriage return such that a new section begins at the end of the last sentence of the previous section), and typos/misspellings ("loose" instead of "lose," "effect" instead of "affect," "ar" instead of "are," " and" instead of "an," "a" instead of "an," "Seven" instead of "Sven," etc.). On the plus side, there weren't all that many for a book of this size (260 pages; I've seen a similar number of errors in books a quarter of the size as this PDF). However, the overall editing job left me with a feeling that the editors could have done a better job had they tried a bit harder. (The fact that the editors were the same two individuals who wrote the majority of the PDF is probably an excellent example of how it's easy to overlook your own mistakes. Perhaps in future products they'll have somebody else look over their work.)
I also understand that creating templates can be difficult to do, and for the most part I think the authors did a fine job of it, but there were numerous occasions (enough that it stuck out and caught my eye) where the DM is just told to "use his best judgment" or to do this or that "if it makes sense" or "seems logical." While this certainly adds to the flexibility, it does seem like somewhat of a copout. (Some templates, however, have a list of possible special attacks/qualities, any or all of which could be present in any particular templated creature, and I was pleased to see that those generally had an indicator whether their inclusion in a particular creature's template altered the CR any.)
There are also a few things that puzzled me about some of the templates. Wouldn't it make sense for a Quickened creature to gain the Improved Initiative feat? I was surprised that this wasn't the case. How does an Aberrant creature go about having the amorphous/indiscernible anatomy special quality if it still looks pretty much like the base creature? I would think if you no longer have a "front" or "back," you no longer look very much like your original base creature. Why do Denizens of the Deep have an insatiable hunger for life energy, when all they are is an aquatic version of the base creature? (Was that supposed to make them more sharklike or something?) Would a Skinhusk (made from the skin and muscles of the original creature) even have a bite or claw attack - wouldn't the teeth and claws be part of the skeleton, not the skinhusk? Also, I notice that "by the book," you could make a Greater Zombie out of a creature of the Plant type; that seems like an oversight. Finally, why are there so many vampire templates? There seems like an overabundance.
Still, lest I nitpick this work to death, let me just say that overall this is a fine product that more than passes the "value for the money" test. I found a lot of the little touches really nice, like the fact that the Ablative Construct actually makes the base creature
weaker than normal, by taking shortcuts in its construction. (The 9 spells accompanying that particular template were also very well thought out, and would be indispensable to any wizard looking to craft constructs.) I also like the fact that the Miniature template works so well in creating a particular creature's young: this is a great way to come up with the stats for, say, a young owlbear or a behir hatchling. I also found it interesting that the Plantform's favored class is dependent upon its Wisdom score, with those of lower Wisdom favoring barbarian, those with high Wisdom becoming druids, and those in between favoring ranger. That was a very clever way to go about it! I also like that not all of these templates are about making super-powerful creatures (although the PDF has its share of those as well: just check out the Apocalyptic template!); some of my favorites were some of the low-level ones like the Scryling, which is generally added onto animals like a simple cat or rat, and the Skinhusk and Skinrug Guardian, both of which make animated bearskin rugs and the like.
Overall, I found the
Book of Templates, Deluxe Edition to be a quality product that will give the DM more templates than he'll probably ever use in any given campaign. (I should point out that this PDF might be useful to some players as well, either those looking for a unique PC or those running spellcasters who summon unusual creatures via their spells.) This would have been a much better (and useful) product had it been converted to the 3.5 rules, and I could have done with a fewer number of "Half-Whatever" templates (13 out of 85 were "half-something," and that's counting the Demi-Gorgon and Lekassi (half-undead) templates besides those whose names start with "Half-"), and another round of proofreading/editing wouldn't have been amiss, but overall this is well worth the money. You even get two versions of the PDF, one without the fancy border artwork to give your printer a break if you choose to print it out (as I did).
Book of Templates, Deluxe Edition comes out as a high "4 (Good)."