Asmor
First Post
Here's an idea I just had... Mini templates, which are extremely simple to apply in your head on the fly. I got this idea because I hadn't prepared anything for tonight's game up until a few hours ago. There's going to be an elemental theme to tonight adventure, so here's a mini template for elemental encounters.
[Element] Creature
Apply to: Anything
Effects: Choose an element, hereafter called [element]. Creature deals +1d6 [element] damage with all natural, melee weapon and ranged weapon attacks. Creature has [element] resistance 5. Creature is weak to a different element, ideally one opposed to [element] and takes +50% damage from its weakness.
CR: +1
Unkillable Creature
Apply to: Anything
Effects: This creature can't actually be killed. If it's an undead or construct, it is not destroyed at 0 hp and instead can still be knocked down to -10. An unkillable creature's HP never go below -10, no matter how much damage is dealt. An unkillable creature at -1 or lower, but not yet at -10, automatically has its HP reduced to -10 at the start of its turn after it is reduced below 0. When an unkillable creature's HP are at -10, it enters a state of torpor which is almost indistinguishable from death. Only a successful heal check (DC 20) can tell that the creature isn't actually dead. An unkillable creature at -10 gains fast healing equal to its hit dice, but it remains in its torpor until it is fully healed. When it is fully healed, it awakens and loses the fast healing. You must choose a way for the Unkillable Creature to be permanently killed, and players can figure this weakness out with a successful Knowledge check (knowledge skill as appropriate to the creature's type) with a DC of 15+the creature's CR.
CR: +2
Example: An unkillable aboleth can only be permanently destroyed by lighting its body on fire after reducing it to -10. The unkillable aboleth is a CR 9 aberration, so PCs could figure this out with a DC 24 Knowledge (Dungeoneering) check.
[Element] Creature
Apply to: Anything
Effects: Choose an element, hereafter called [element]. Creature deals +1d6 [element] damage with all natural, melee weapon and ranged weapon attacks. Creature has [element] resistance 5. Creature is weak to a different element, ideally one opposed to [element] and takes +50% damage from its weakness.
CR: +1
Unkillable Creature
Apply to: Anything
Effects: This creature can't actually be killed. If it's an undead or construct, it is not destroyed at 0 hp and instead can still be knocked down to -10. An unkillable creature's HP never go below -10, no matter how much damage is dealt. An unkillable creature at -1 or lower, but not yet at -10, automatically has its HP reduced to -10 at the start of its turn after it is reduced below 0. When an unkillable creature's HP are at -10, it enters a state of torpor which is almost indistinguishable from death. Only a successful heal check (DC 20) can tell that the creature isn't actually dead. An unkillable creature at -10 gains fast healing equal to its hit dice, but it remains in its torpor until it is fully healed. When it is fully healed, it awakens and loses the fast healing. You must choose a way for the Unkillable Creature to be permanently killed, and players can figure this weakness out with a successful Knowledge check (knowledge skill as appropriate to the creature's type) with a DC of 15+the creature's CR.
CR: +2
Example: An unkillable aboleth can only be permanently destroyed by lighting its body on fire after reducing it to -10. The unkillable aboleth is a CR 9 aberration, so PCs could figure this out with a DC 24 Knowledge (Dungeoneering) check.