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JiCi's Beastiary [updated January 2nd 2007]
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<blockquote data-quote="JiCi" data-source="post: 2891855" data-attributes="member: 40121"><p>next: an interesting template</p><p></p><p><strong><span style="color: Red">Energy-Touched Creature</span></strong></p><p></p><p><strong>Creating A Energy-Touched Creature</strong></p><p></p><p>“Energy-Touched” is a template that can be applied to any creature, regardless of type. The creature must then pick an energy type: acid, cold, electricity or fire.</p><p></p><p><strong>Challenge Rating</strong>: 1 HD to 4 HD, +1; 5 HD to 8 HD, +2; 9 HD to 12 HD, +3; 13 HD to 16 HD, +4; 16 or more HD, +5.</p><p></p><p><strong>Immunities</strong>: The base creature gains immunity to its chosen energy.</p><p></p><p><strong>Weakness</strong>: The base creature gains a vulnerability to the opposite energy of its chosen energy: fire vs. cold, acid vs. electricity.</p><p></p><p><strong>Attack Options</strong>: The base creature retains its special attacks, and gains one new special attack.</p><p><em>Energy Blast (Su)</em>: The creature can release an energy blast made of acid, cold, electricity or fire. This blast deals 1d6 points of damage per HD (including class HD). The blast can be released once per 2d4 rounds as a standard action. A reflex save halves this damage (DC 10 + ½ HD + Cha mod). At the creation, the creature chooses a shape, which cannot be changed afterward and counts as its new special attack.</p><p><em>Line</em>: 5 ft. wide x 5 ft. high x 30 ft. + 5 ft./ 2 HD long</p><p><em>Cone</em>: 30 ft. + 5 ft./ 2 HD</p><p><em>Burst</em>: 15-ft. radius, either at a range of 25 ft. + 5 ft./ 2 HD or centered on you.</p><p><em>Pillar</em>: 5 ft. wide x 10 ft. + 5 ft./ 2 HD high, centered on the creature</p><p></p><p><em>Energy Bolt (Su)</em>: The creature can shoot a bolt made of its chosen energy, once per round as a standard action. Upon a successful ranged touch attack, the beam deals 1d6 points of damage equal to ¾ of the base creature’s HD (including class HD). The beam has a range of 30 ft. + 5 ft./ 2 HD, with no range increment.</p><p></p><p><em>Energy Touch (Su)</em>: The creature can release a blast made of its chosen energy by touch. The base creature’s natural weapons, manufactured weapons or unarmed strikes deal 1d6 points of damage. As a full-round action, the base creature can also release a much larger amount of energy with a successful melee touch attack that deals 1d6 points of damage per HD (including class HD), but it must wait 2d4 rounds to use either that ability or to deal additional damage. The base creature may suppress and resume this ability as a free action.</p><p></p><p><em>Energy Weapon (Su)</em>: The creature can materialize a weapon made out of its chosen energy as a free action. As a melee touch attack according the creature’s base attack bonus, the weapon deals 1d8 points of damage per 5 HD (including class HD) of the base creature. As a full-round action, the base creature can also make a melee touch attack that deals twice the damage, but it must wait 2d4 rounds to use either that ability or to materialize the weapon. The base creature may suppress and resume this ability as a free action, and does not apply its strength modifier to damage, but it can take feats that can be applied to normal weapons.</p><p></p><p><strong>Special Qualities</strong>: The base creature retains its special qualilies, and gains one new special quality. This defensive ability can be released once every 1d4 rounds. A reflex save halves this damage (DC 10 + ½ HD + Cha mod)</p><p><em>Wall of Energy (Su)</em>: This ability works like the <em>Wall of Fire</em> spell, except it deals the appropriate energy damage.</p><p><em>Energized Blood (Su)</em>: when hit by a piercing or slashing weapon, a small quantity of blood bursts forth in a 5-ft. cone, dealing 1d6. Those using reach weapons are safe from this burst.</p><p><em>Aura of Energy (Su)</em>: The creature can activate an 10-ft. energy aura, which deals 1d6 per round, and lasts 3 rounds + 1 round per Cha mod.</p><p></p><p><strong>Level adjustment</strong>: Same as base creature + 5</p></blockquote><p></p>
[QUOTE="JiCi, post: 2891855, member: 40121"] next: an interesting template [B][COLOR=Red]Energy-Touched Creature[/COLOR][/B] [B]Creating A Energy-Touched Creature[/B] “Energy-Touched” is a template that can be applied to any creature, regardless of type. The creature must then pick an energy type: acid, cold, electricity or fire. [b]Challenge Rating[/b]: 1 HD to 4 HD, +1; 5 HD to 8 HD, +2; 9 HD to 12 HD, +3; 13 HD to 16 HD, +4; 16 or more HD, +5. [b]Immunities[/b]: The base creature gains immunity to its chosen energy. [b]Weakness[/b]: The base creature gains a vulnerability to the opposite energy of its chosen energy: fire vs. cold, acid vs. electricity. [b]Attack Options[/b]: The base creature retains its special attacks, and gains one new special attack. [i]Energy Blast (Su)[/i]: The creature can release an energy blast made of acid, cold, electricity or fire. This blast deals 1d6 points of damage per HD (including class HD). The blast can be released once per 2d4 rounds as a standard action. A reflex save halves this damage (DC 10 + ½ HD + Cha mod). At the creation, the creature chooses a shape, which cannot be changed afterward and counts as its new special attack. [i]Line[/i]: 5 ft. wide x 5 ft. high x 30 ft. + 5 ft./ 2 HD long [i]Cone[/i]: 30 ft. + 5 ft./ 2 HD [i]Burst[/i]: 15-ft. radius, either at a range of 25 ft. + 5 ft./ 2 HD or centered on you. [i]Pillar[/i]: 5 ft. wide x 10 ft. + 5 ft./ 2 HD high, centered on the creature [i]Energy Bolt (Su)[/i]: The creature can shoot a bolt made of its chosen energy, once per round as a standard action. Upon a successful ranged touch attack, the beam deals 1d6 points of damage equal to ¾ of the base creature’s HD (including class HD). The beam has a range of 30 ft. + 5 ft./ 2 HD, with no range increment. [i]Energy Touch (Su)[/i]: The creature can release a blast made of its chosen energy by touch. The base creature’s natural weapons, manufactured weapons or unarmed strikes deal 1d6 points of damage. As a full-round action, the base creature can also release a much larger amount of energy with a successful melee touch attack that deals 1d6 points of damage per HD (including class HD), but it must wait 2d4 rounds to use either that ability or to deal additional damage. The base creature may suppress and resume this ability as a free action. [i]Energy Weapon (Su)[/i]: The creature can materialize a weapon made out of its chosen energy as a free action. As a melee touch attack according the creature’s base attack bonus, the weapon deals 1d8 points of damage per 5 HD (including class HD) of the base creature. As a full-round action, the base creature can also make a melee touch attack that deals twice the damage, but it must wait 2d4 rounds to use either that ability or to materialize the weapon. The base creature may suppress and resume this ability as a free action, and does not apply its strength modifier to damage, but it can take feats that can be applied to normal weapons. [b]Special Qualities[/b]: The base creature retains its special qualilies, and gains one new special quality. This defensive ability can be released once every 1d4 rounds. A reflex save halves this damage (DC 10 + ½ HD + Cha mod) [i]Wall of Energy (Su)[/i]: This ability works like the [i]Wall of Fire[/i] spell, except it deals the appropriate energy damage. [i]Energized Blood (Su)[/i]: when hit by a piercing or slashing weapon, a small quantity of blood bursts forth in a 5-ft. cone, dealing 1d6. Those using reach weapons are safe from this burst. [i]Aura of Energy (Su)[/i]: The creature can activate an 10-ft. energy aura, which deals 1d6 per round, and lasts 3 rounds + 1 round per Cha mod. [b]Level adjustment[/b]: Same as base creature + 5 [/QUOTE]
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