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<blockquote data-quote="Quasqueton" data-source="post: 1440191" data-attributes="member: 3854"><p>Another template added:</p><p>*********************</p><p></p><p>WOLF</p><p>Templates added: celestial, fiendish, half red dragon, half celestial, half fiend, vampire</p><p> Medium Animal/Dragon/Outsider/Undead</p><p>Hit Dice: 2d12 (13 hp)</p><p>Initiative: +11</p><p>Speed: 50 ft. (10 squares), fly 100 ft. (20 squares)</p><p>Armor Class: 31 (+7 Dex, +14 natural), touch 17, flat-footed 24</p><p>Base Attack/Grapple: +1/+13</p><p>Attack: Bite +14 melee (1d6+12)</p><p>Full Attack: Bite +14 melee (1d6+12), 2 claws +6 (1d4+6)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Trip, breath weapon</p><p>Special Qualities: Low-light vision; scent; darkvision 60; acid, cold, and electricity resistance 10; SR 12; DR 10/silver and magic; immune to sleep and paralysis; immune to fire; immune to disease; supernatural and spell-like abilities; fast healing 5; turn resistance +4</p><p>Saves: Fort +3, Ref +12, Will +4 </p><p>Abilities: Str 35, Dex 25, Con , Int 13, Wis 18, Cha 18</p><p>Skills: Bluff +12, Hide +15, Listen +14, Move Silently +17, Search +9, Spot +14, Survival +4* [+7 more skills]</p><p>Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, TrackB, Weapon Focus (bite)</p><p>Environment: Temperate forests</p><p>Organization: Solitary, pair, or pack (7–16)</p><p>Challenge Rating: 7</p><p>Advancement: 3 HD (Medium); 4–6 HD (Large)</p><p>Level Adjustment: +23</p><p></p><p>Template wolves are pack hunters known for their persistence and cunning.</p><p></p><p>COMBAT</p><p>A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear.</p><p></p><p>Breath Weapon (Su): A template wolf can breath a 30’ cone of fire, once per day, for 6d8 points of damage, Reflex save DC 17 for half damage.</p><p></p><p>Spell-Like Abilities (Sp): </p><p>3/day: darkness, protection from evil</p><p>1/day: bless</p><p></p><p>Trip (Ex): A template wolf that hits with a bite attack can attempt to trip the opponent (+5 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. </p><p></p><p>Smite Evil (Su): Twice per day the template wolf can make a normal melee attack to deal 2 point of extra damage against an evil foe.</p><p></p><p>Smite Good (Su): Twice per day the template wolf can make a normal melee attack to deal 2 point of extra damage against a good foe.</p><p></p><p>Daylight (Su): Template wolves can use a daylight effect (as the spell) at will.</p><p></p><p>Blood Drain (Ex): A template wolf can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the template wolf gains 5 temporary hit points.</p><p></p><p>Children of the Night (Su): Template wolves command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the template wolf for up to 1 hour.</p><p></p><p>Dominate (Su): A template wolf can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the template wolf must use a standard action, and those merely looking at it are not affected. Anyone the template wolf targets must succeed on a Will save DC 15 or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.</p><p></p><p>Create Spawn (Su): A humanoid or monstrous humanoid slain by a template wolf’s energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial. </p><p></p><p>If the template wolf instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the template wolf that created it and remains enslaved until its master’s destruction. At any given time a template wolf may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master template wolf can control a number of lesser vampires in this fashion. A template wolf may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.</p><p></p><p>Energy Drain (Su): Living creatures hit by a template wolf’s bite or claw attacks gain two negative levels. For each negative level bestowed, the template wolf gains 5 temporary hit points. A template wolf can use its energy drain ability once per round.</p><p></p><p>Special Qualities: </p><p>Alternate Form (Su): A template wolf can assume the shape of a bat, dire bat, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the template wolf does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the template wolf loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise.</p><p></p><p>Fast Healing (Ex): A template wolf heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a template wolf forced into gaseous form has no effect. Once at rest in its coffin, a template wolf is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.</p><p></p><p>Gaseous Form (Su): As a standard action, a template wolf can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.</p><p></p><p>Spider Climb (Ex): A template wolf can climb sheer surfaces as though with a spider climb spell.</p><p></p><p>Skills: *Template wolves have a +4 racial bonus on Survival checks when tracking by scent.</p></blockquote><p></p>
[QUOTE="Quasqueton, post: 1440191, member: 3854"] Another template added: ********************* WOLF Templates added: celestial, fiendish, half red dragon, half celestial, half fiend, vampire Medium Animal/Dragon/Outsider/Undead Hit Dice: 2d12 (13 hp) Initiative: +11 Speed: 50 ft. (10 squares), fly 100 ft. (20 squares) Armor Class: 31 (+7 Dex, +14 natural), touch 17, flat-footed 24 Base Attack/Grapple: +1/+13 Attack: Bite +14 melee (1d6+12) Full Attack: Bite +14 melee (1d6+12), 2 claws +6 (1d4+6) Space/Reach: 5 ft./5 ft. Special Attacks: Trip, breath weapon Special Qualities: Low-light vision; scent; darkvision 60; acid, cold, and electricity resistance 10; SR 12; DR 10/silver and magic; immune to sleep and paralysis; immune to fire; immune to disease; supernatural and spell-like abilities; fast healing 5; turn resistance +4 Saves: Fort +3, Ref +12, Will +4 Abilities: Str 35, Dex 25, Con , Int 13, Wis 18, Cha 18 Skills: Bluff +12, Hide +15, Listen +14, Move Silently +17, Search +9, Spot +14, Survival +4* [+7 more skills] Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, TrackB, Weapon Focus (bite) Environment: Temperate forests Organization: Solitary, pair, or pack (7–16) Challenge Rating: 7 Advancement: 3 HD (Medium); 4–6 HD (Large) Level Adjustment: +23 Template wolves are pack hunters known for their persistence and cunning. COMBAT A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear. Breath Weapon (Su): A template wolf can breath a 30’ cone of fire, once per day, for 6d8 points of damage, Reflex save DC 17 for half damage. Spell-Like Abilities (Sp): 3/day: darkness, protection from evil 1/day: bless Trip (Ex): A template wolf that hits with a bite attack can attempt to trip the opponent (+5 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. Smite Evil (Su): Twice per day the template wolf can make a normal melee attack to deal 2 point of extra damage against an evil foe. Smite Good (Su): Twice per day the template wolf can make a normal melee attack to deal 2 point of extra damage against a good foe. Daylight (Su): Template wolves can use a daylight effect (as the spell) at will. Blood Drain (Ex): A template wolf can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the template wolf gains 5 temporary hit points. Children of the Night (Su): Template wolves command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the template wolf for up to 1 hour. Dominate (Su): A template wolf can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the template wolf must use a standard action, and those merely looking at it are not affected. Anyone the template wolf targets must succeed on a Will save DC 15 or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. Create Spawn (Su): A humanoid or monstrous humanoid slain by a template wolf’s energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial. If the template wolf instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the template wolf that created it and remains enslaved until its master’s destruction. At any given time a template wolf may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master template wolf can control a number of lesser vampires in this fashion. A template wolf may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again. Energy Drain (Su): Living creatures hit by a template wolf’s bite or claw attacks gain two negative levels. For each negative level bestowed, the template wolf gains 5 temporary hit points. A template wolf can use its energy drain ability once per round. Special Qualities: Alternate Form (Su): A template wolf can assume the shape of a bat, dire bat, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the template wolf does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the template wolf loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. Fast Healing (Ex): A template wolf heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a template wolf forced into gaseous form has no effect. Once at rest in its coffin, a template wolf is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round. Gaseous Form (Su): As a standard action, a template wolf can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Spider Climb (Ex): A template wolf can climb sheer surfaces as though with a spider climb spell. Skills: *Template wolves have a +4 racial bonus on Survival checks when tracking by scent. [/QUOTE]
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