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<blockquote data-quote="the Jester" data-source="post: 4043960" data-attributes="member: 1210"><p>It's homebrewed. I actually thought I'd already posted it in this thread, somewhere, but since I haven't... here you go!</p><p></p><p>One thing about it, as with several of my other templates: I have long been enamored of the idea of templates that significantly boost the powers of the creature that it's applied to. My quest for legitimate CR +4 or higher templates is a hard one; most templates might bump the base creature in a lot of ways, but rarely does it give the creature enough staying power. </p><p></p><p>I tried my best. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Tell me whatcha think!</p><p></p><p><strong><span style="font-size: 18px">FOUL CREATURE</span></strong></p><p>A foul creature has been tainted by a terrible process of magical transmutation, necromancy and torment. Though hideous and pathetic, foul creatures are utterly evil and beyond redemption. To destroy a foul creature is a mercy.</p><p> </p><p><strong>Creating a Foul Creature:</strong> “Foul creature” is a template that can be applied to any living creature (hereafter referred to as the base creature). Modify the base creature as indicated below.</p><p> </p><p><strong>Size and Type:</strong> Unless the creature is a construct, elemental or outsider, change its type to aberration. Do not refigure the base creature’s base attack or saves.</p><p></p><p><strong>Armor Class:</strong> Increase the base creature’s natural armor by +7.</p><p> </p><p><strong>Attacks:</strong> A foul creature gains a bite attack doing average damage for a creature of its size (see the Book of Templates for specifics) if it did not already have a bite attack. If it already has a bite attack, increase its damage by one die type. All of its natural attacks gain the disease special attack. </p><p> </p><p><strong>Special Attacks:</strong> A foul creature gains the following special attacks:</p><p> </p><p><em>Disease (Ex):</em> Any creature struck by a foul creature’s natural attacks or affected by any of its special attack forms is infected by a terrible supernatural form of cackle fever (Fort DC 10 + ½ foul creature’s hit dice + con bonus; incubation instantaneous; damage 1d6 wisdom). If the character’s wisdom reaches 0 through the effects of this disease, the victim dies and rises the next night at midnight as a wraith.</p><p> </p><p><em>Disruptive Smite (Su):</em> 3/day a foul creature can declare a disruptive smite before rolling to hit. This attack gains a bonus on attack rolls equal to the foul creature’s cha bonus and a bonus to damage equal to the foul creature’s hit dice. This extra damage is vile damage. Naturally, this also inflicts the foul creature’s victim with disease.</p><p> </p><p><em>Sickening Aura (Su):</em> A foul creature gives off an aura in a 20’ radius that requires all creatures not immune to disease to make Fort saves, DC 10 + ½ hit dice + con modifier, to avoid being sickened as long as they are in the radius. A creature that makes its save is immune to that foul creature’s aura for 24 hours. Note that creatures affected by the aura are subject to disease.</p><p> </p><p><strong>Special Qualities: </strong>Foul creatures gain the following special qualities:</p><p> </p><p><em>Detect Life (Ex):</em> A foul creature can tell whether a creature is alive at a glance, foiling all known methods of hiding life (including mind blank). </p><p> </p><p><em>Immunities (Ex):</em> A foul creature is immune to charm effects, disease, paralyzation, poison and stench-based attacks.</p><p> </p><p><em>Regeneration (Su):</em> A foul creature gains regeneration equal to its adjusted CR, rounded up to the nearest multiple of five. It cannot regenerate damage from Good sources.</p><p> </p><p><strong>Abilities:</strong> Modify the base creature’s ability scores as follows: Str +10, Con +16, Int -4 (to a minimum of 1) (mindless creatures remain mindless).</p><p> </p><p><strong>Skills:</strong> The foul creature retains all of the base creature’s skill ranks, despite its lowered intelligence.</p><p></p><p><strong>Feats:</strong> The foul creature gains Great Fortitude as a bonus feat.</p><p> </p><p><strong>Challenge Rating:</strong> A foul creature’s challenge rating is equal to the base creature’s CR +4.</p><p> <strong></strong></p><p><strong>Alignment:</strong> A foul creature’s moral alignment is always evil.</p><p></p><p><span style="font-size: 12px"><strong>SAMPLE FOUL CREATURE</strong></span></p><p><span style="font-size: 12px"></span></p><p><strong>FOUL ADVANCED AMPHISBAENA (Tome of Horrors pg. 7)--- CR 12</strong></p><p>NE huge aberration</p><p><strong>Init</strong> +5; <strong>Senses</strong> all-around vision, detect life, scent; Listen +8, Spot +5</p><p><strong>Aura</strong> sickening 20’</p><p> </p><p><strong>AC</strong> 25, touch 9, flat-footed 24</p><p><strong>Hit Dice</strong> 18d10+216 (315 hp); <strong>Resist</strong> cold 30</p><p><strong>Immune</strong> charm effects, disease, paralyzation, poison, stench </p><p><strong>Fort</strong> +25, <strong>Ref </strong>+12, <strong>Will</strong> +7</p><p> </p><p><strong>Speed</strong> 20 ft., climb 20 ft., swim 20 ft. </p><p><strong>Melee*</strong> 2 bites +24 (1d8+17/19-20 plus poison plus disease) </p><p><strong>Base Atk</strong> +18; <strong>Grp</strong> +38</p><p>*includes 5-point Power Attack.</p><p> </p><p><strong>Space</strong> 15 ft.; <strong>Reach</strong> 15 ft. </p><p><strong>Atk Options</strong> Power Attack</p><p> </p><p><strong>Str</strong> 34, <strong>Dex</strong> 13, <strong>Con </strong>34, <strong>Int</strong> 1, <strong>Wis</strong> 12, <strong>Cha</strong> 2</p><p><strong>SQ</strong> split</p><p><strong>Feats</strong> Ability Focus (poison), Deadly Poison, Great Fortitude (B), Improved Critical (bite), Improved Initiative, Power Attack, Virulent Poison, Weapon Focus (bite)</p><p><strong>Skills</strong> Balance +12, Hide +1, Listen +8, Move Silently +9, Search -2, Spot +5</p><p> </p><p><em>Disease (Ex):</em> Cackle fever variant; Fort DC 31; instantaneous; 1d6 wis.</p><p> </p><p><em>Disruptive Smite (Su):</em> 3/day one of these foul creatures can declare a disruptive smite before rolling to hit. This attack gains a +18 bonus to damage. This extra damage is vile damage. Naturally, this also inflicts the foul creature’s victim with disease.</p><p> </p><p><em>Poison (Ex):</em> Bite, DC 35, initial damage 1d6 con, secondary damage 4d6 con.</p><p> </p><p><em>Sickening Aura (Su):</em> A foul creature gives off an aura in a 20’ radius that requires all creatures not immune to disease to make Fort saves, DC 31, to avoid being sickened as long as they are in the radius. A creature that makes its save is immune to that foul creature’s aura for 24 hours. Note that creatures affected by the aura are subject to disease.</p></blockquote><p></p>
[QUOTE="the Jester, post: 4043960, member: 1210"] It's homebrewed. I actually thought I'd already posted it in this thread, somewhere, but since I haven't... here you go! One thing about it, as with several of my other templates: I have long been enamored of the idea of templates that significantly boost the powers of the creature that it's applied to. My quest for legitimate CR +4 or higher templates is a hard one; most templates might bump the base creature in a lot of ways, but rarely does it give the creature enough staying power. I tried my best. :) Tell me whatcha think! [B][SIZE=5]FOUL CREATURE[/SIZE][/B] A foul creature has been tainted by a terrible process of magical transmutation, necromancy and torment. Though hideous and pathetic, foul creatures are utterly evil and beyond redemption. To destroy a foul creature is a mercy. [B]Creating a Foul Creature:[/B] “Foul creature” is a template that can be applied to any living creature (hereafter referred to as the base creature). Modify the base creature as indicated below. [B]Size and Type:[/B] Unless the creature is a construct, elemental or outsider, change its type to aberration. Do not refigure the base creature’s base attack or saves. [B]Armor Class:[/B] Increase the base creature’s natural armor by +7. [B]Attacks:[/B] A foul creature gains a bite attack doing average damage for a creature of its size (see the Book of Templates for specifics) if it did not already have a bite attack. If it already has a bite attack, increase its damage by one die type. All of its natural attacks gain the disease special attack. [B]Special Attacks:[/B] A foul creature gains the following special attacks: [I]Disease (Ex):[/I] Any creature struck by a foul creature’s natural attacks or affected by any of its special attack forms is infected by a terrible supernatural form of cackle fever (Fort DC 10 + ½ foul creature’s hit dice + con bonus; incubation instantaneous; damage 1d6 wisdom). If the character’s wisdom reaches 0 through the effects of this disease, the victim dies and rises the next night at midnight as a wraith. [I]Disruptive Smite (Su):[/I] 3/day a foul creature can declare a disruptive smite before rolling to hit. This attack gains a bonus on attack rolls equal to the foul creature’s cha bonus and a bonus to damage equal to the foul creature’s hit dice. This extra damage is vile damage. Naturally, this also inflicts the foul creature’s victim with disease. [I]Sickening Aura (Su):[/I] A foul creature gives off an aura in a 20’ radius that requires all creatures not immune to disease to make Fort saves, DC 10 + ½ hit dice + con modifier, to avoid being sickened as long as they are in the radius. A creature that makes its save is immune to that foul creature’s aura for 24 hours. Note that creatures affected by the aura are subject to disease. [B]Special Qualities: [/B]Foul creatures gain the following special qualities: [I]Detect Life (Ex):[/I] A foul creature can tell whether a creature is alive at a glance, foiling all known methods of hiding life (including mind blank). [I]Immunities (Ex):[/I] A foul creature is immune to charm effects, disease, paralyzation, poison and stench-based attacks. [I]Regeneration (Su):[/I] A foul creature gains regeneration equal to its adjusted CR, rounded up to the nearest multiple of five. It cannot regenerate damage from Good sources. [B]Abilities:[/B] Modify the base creature’s ability scores as follows: Str +10, Con +16, Int -4 (to a minimum of 1) (mindless creatures remain mindless). [B]Skills:[/B] The foul creature retains all of the base creature’s skill ranks, despite its lowered intelligence. [B]Feats:[/B] The foul creature gains Great Fortitude as a bonus feat. [B]Challenge Rating:[/B] A foul creature’s challenge rating is equal to the base creature’s CR +4. [B] Alignment:[/B] A foul creature’s moral alignment is always evil. [SIZE=3][B]SAMPLE FOUL CREATURE[/B] [/SIZE] [B]FOUL ADVANCED AMPHISBAENA (Tome of Horrors pg. 7)--- CR 12[/B] NE huge aberration [B]Init[/B] +5; [B]Senses[/B] all-around vision, detect life, scent; Listen +8, Spot +5 [B]Aura[/B] sickening 20’ [B]AC[/B] 25, touch 9, flat-footed 24 [B]Hit Dice[/B] 18d10+216 (315 hp); [B]Resist[/B] cold 30 [B]Immune[/B] charm effects, disease, paralyzation, poison, stench [B]Fort[/B] +25, [B]Ref [/B]+12, [B]Will[/B] +7 [B]Speed[/B] 20 ft., climb 20 ft., swim 20 ft. [B]Melee*[/B] 2 bites +24 (1d8+17/19-20 plus poison plus disease) [B]Base Atk[/B] +18; [B]Grp[/B] +38 *includes 5-point Power Attack. [B]Space[/B] 15 ft.; [B]Reach[/B] 15 ft. [B]Atk Options[/B] Power Attack [B]Str[/B] 34, [B]Dex[/B] 13, [B]Con [/B]34, [B]Int[/B] 1, [B]Wis[/B] 12, [B]Cha[/B] 2 [B]SQ[/B] split [B]Feats[/B] Ability Focus (poison), Deadly Poison, Great Fortitude (B), Improved Critical (bite), Improved Initiative, Power Attack, Virulent Poison, Weapon Focus (bite) [B]Skills[/B] Balance +12, Hide +1, Listen +8, Move Silently +9, Search -2, Spot +5 [I]Disease (Ex):[/I] Cackle fever variant; Fort DC 31; instantaneous; 1d6 wis. [I]Disruptive Smite (Su):[/I] 3/day one of these foul creatures can declare a disruptive smite before rolling to hit. This attack gains a +18 bonus to damage. This extra damage is vile damage. Naturally, this also inflicts the foul creature’s victim with disease. [I]Poison (Ex):[/I] Bite, DC 35, initial damage 1d6 con, secondary damage 4d6 con. [I]Sickening Aura (Su):[/I] A foul creature gives off an aura in a 20’ radius that requires all creatures not immune to disease to make Fort saves, DC 31, to avoid being sickened as long as they are in the radius. A creature that makes its save is immune to that foul creature’s aura for 24 hours. Note that creatures affected by the aura are subject to disease. [/QUOTE]
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