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Template Thread

Knight Otu

First Post
Arken said:

Up until then apologies if the tempaltes don't match the rules :D

But they do follow the rules. 3.0 Rules, but nonetheless they follow the rules. ;)

If your internet connection permits, you can also download the SRD from the WotC site. The singular files are up to date (there might be a typo in the Treasure file), but I'm not so sure about the bundled files.
 

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A template of my own

The 'Filth Swarm' template only changes Type, Special Attacks and Qualities, and Abilities (no CR adjustment). Here it is.

FILTH SWARM

A filth swarm is a creature whose body crawls with scorpions, insects, rats (if the creature is large enough), worms, and other vermin and has been reduced to a partially amorphous shell, mutable due to the vermin within it.

CREATING A FILTH SWARM:
'Filth swarm' is a template that may be applied to any non-outsider corporeal creature.

Type: Change to Ooze. It is not a true swarm, so does not gain the Swarm subtype, despite its name.
Special Attacks: Loses base creature's and gains Infestation (Ex): A touch attack or hit with a natural weapon or an unarmed strike transmits tiny vermin. These bite collectively for an automatic 1 point of nonlethal (subdual) damage per round for the next 1d4 rounds.
Special Qualities:
Loses base creature's and gains:
Pestilent Swarm (Ex): Melee attack rolls against a filth swarm are at a -1 morale penalty (-2 for natural weapons, -3 for unarmed strikes) due to the pain and itching from the stings of the insects surrounding it.
Amorphous (Ex): Immune to critical hits and coup de graces. Sneak attacks do not affect a filth swarm.

Abilities: Lose Intelligence score. Otherwise, as base creature.
 

Ferret

Explorer
CYCLOPTIC!

One-eyed Bat
Huge Magical beast
Hit Dice: 6d10+24 (57)
Initiative: +5
Speed: 30ft Fly 30ft(average)
AC: 20 (-2 size, +5 dex, +10 Natural armour)
Attack: Bite +14 Melee
Damage: Bite 2d6 +10
Reach: 10ft by 20ft.
Special attacks: ---
Special qualities: Blindsight, scent
Saves: Fort +11, Refl +9, Will +6
Abilities: Str 31, Dex 18, Con 23, Int 6, Wis 16, Cha 6
Skills: Listen +13, Spot +10, Move silently +9
Feats: Flyby

Climae/Terrain: Temperate or warm dessert, forest, hills, plains or underground
Organization: Pack 2-3
Challenge rating: ?
Treasure: One
Advancement: 7-12 HD (Gargantuan), 13-18 (Colossal)

This vile creature looks just like a normal bat, apart from the huge eye that sits in its head.

Combat: After tracking down it’s prey this beast will dive down and deliver a fatal blow to it’s victim.

Cycloptic (template)

'Cycloptic' is a template that can be added to any corporeal Animals, Dragon, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Outsider, Undead, or Vermin.
Creature Type: Humanoids become Giant, animals become magical beasts otherwise the creature type remains unchanged.
AC: Natural armor improves by +2
Speed: Due to the size increase the speed (as long as it is less than 40ft) increase by +10ft, flight speeds are decrease by 10ft, unless lower then 10ft. Manoeuvrability is decreased by 1
HD: The creatures HD increase by +2
Skills: Spot is reduced by a -2 penalty.
Size: The creatures size increase by one.
Special qualities: The creature gain Scent, as a special ability.
Abilities: Str +4, Dex -2, Con +2, Int -4, Wis +2, Cha +0, note that undead and constructs do not gain a bonus to their Con. Animals int raises by +4.
CR: +3
 

Devon

First Post
What a neat idea for a template, Ferret. Sometimes, it's the simple things that matter.

Khisanth: Is the Pestilent Swarm ability linked to the damage done by its own melee attack, or does it affect melee combatants even without having been hit by its Infestation attack? Pretty cool template -- reminds me of (some people will hate to hear it, but I liked it as a critter) the CIFAL.

Arken: I like the Clockwork creature template, especially the freedom to customize where some of the bonuses go, as well as their nature. I also think the idea of allowing the weapon and armor enhancements up to a certain level provides a nice way to balance abilities. You could also write a more stripped-down version of the template, without the armor and weapon enhancements -- that may make it too similar to Monte Cook's "Magical Construct" template, though, so perhaps not.

Any thoughts on determining the construction cost? (that old chestnut again...)

- Devon
 

Arken

Explorer
Well since I fell a little behind and others (Khisanth and Ferret)have posted brilliant templates themselves I've changed the title of the thread in the hopes of making it seem less exclusive. The fact still stands that people love templates and we all enjoy applying them so if there's a mini project where people make them everybody's happy. On that point everyone please feel welcome to post any templates they think up here I'll try 'void diving' later for some old threads to link which contain others, that way they can be collected here. :)

Ferret: I really like the cycloptic template, truly the right sort of thing to do with a template as it create entirely new creatures. ( *thinks of applying it to some scary predatory birds*)

Khisnath: I like your template too, sort of a slightly toned down 'worm that walks'. could be applied to minions etc. Thanks :D

Devon: Construction costs certainly are a problem. I hadn't really considered an answer so I don't have even the beginnings of an idea of how to figure one out :), is there ANY generalised formula around?
 

Devon

First Post
Arken: The construct creation cost question is almost a joke with me now...:)

Does anyone know if WotC addresses construct creation costs in the new 3.5e DMG? I found the "Craft Construct" feat in the "Monster Feats" SRD -- is it in the 3.5 PH or the 3.5 DMG? I had also heard that the costs and requirements for existing constructs changed due to some rethinking on the part of the 3.5 design team.

On another note, here's a dinosaur-inspired template I just put together...

- Devon


ANKYLO-CREATURE TEMPLATE

Ankylo-creatures have developed a tough, hard shell like that ofa tortoise or armadillo, as well as a heavy spiked or club tail with which it may attack.

CREATING AN ANKYLO-CREATURE
“Ankylo-” is an inherited template that can be added to any corporeal animal, dragon, or magical beast. At the GM's discretion, this template can also be applied to other creature types: a quadrupedal aberration, a humanoid, or a monstrous humanoid. Adding this template to a humanoid changes its type to "monstrous humanoid."

An ankylo-creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.

Hit Dice: +2 HD

Armor Class: Base creature receives +4 to its existing natural armor bonus, or a +8 natural armor bonus, whichever is higher.

Attack: Attack bonuses increase with added hit dice. Base creature gains a tail attack as an additional secondary attack, or as an optional primary attack. This tail attack deals either piercing or bludgeoning damage (chosen when the template is first applied). Base damage varies by size as follows: Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium-size 1d8, Large 2d6, Huge 2d8, Gargantuan 4d6, Colossal 4d8. If the base creature already has a tail attack, the ankylo-creature uses the better base damage.

Special Attacks: The base creature retains any existing abilities, and receives the following special attack:

Tail Sweep (Ex): The ankylo-creature can lash around with its tail as a standard action. The sweep affects all creatures in the area that the ankylo-creature threatens. A tail sweep automatically deals the ankylo-creature's tail attack damage plus 1-1/2 times it’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to 10 + 1/2 ankylo-creature's hit dice + ankylo-creature's Strength bonus). Creatures which are smaller than the ankylo-creature by two size categories or more must also make a Reflex save (DC equal to 10 + 1/2 ankylo-creature's hit dice + ankylo-creature's Strength bonus) or fall prone in their square.

Abilities: Base creature's ability scores are modified as follows: +2 Strength, +4 Constitution, -2 Dexterity.

Skills: Adjust skills to reflect ability score changes (see above).

Feats: Base creature gains Toughness as a bonus feat.

Environment: Same as the base creature.

Organization: Same as the base creature.

Challenge Rating: As base creature +3

Treasure: Same as the base creature.

Alignment: Same as the base creature.

Advancement: Same as the base creature.

Level Adjustment: +5

EXAMPLE CREATURE
This example uses a basilisk as the base creature:

ANKYLO-BASILISK
Medium Magical Beast
Hit Dice: 8d10+35 (79 hp)
Initiative: –2 (Dex)
Speed: 20 ft. (4 squares)
Armor Class: 19 (–2 Dex, +11 natural), touch 8, flat-footed 19
Base Attack/Grapple: +8/+10
Attack: Bite +11 melee (1d8+4)
Full Attack: Bite +11 melee (1d8+4), tail +6 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Petrifying gaze, tail sweep
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +10, Ref +4, Will +3
Abilities: Str 17 (+3), Dex 6 (-2), Con 19 (+4), Int 2 (-4), Wis 12 (+1), Cha 11 (+0)
Skills: Hide +1*, Listen +7, Spot +7
Feats: Alertness, Blind-Fight, Great Fortitude, Toughness (b)
Environment: Warm deserts
Organization: Solitary or colony (3–6)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 9–10 HD (Medium); 11–18 HD (Large)
Level Adjustment: —

An ankylo-basilisk is a reptilian monster that petrifies living creatures with a mere gaze. It has a tough, segmented, tortoise-like shell, and a heavy club at the end of its tail. An ankylo-basilisk usually has a dull brown body and shell with a yellowish underbelly. Some specimens sport a short, curved horn atop the nose. An adult ankylo-basilisk’s body grows to about 6 feet long, not including its tail, which can reach an additional length of 5 to 7 feet. The creature weighs about 375 pounds.

COMBAT

An ankylo-basilisk relies on its gaze attack, biting and flailing with its tail only when opponents come within reach. Though it has eight legs, its slow metabolism and heavy armor renders it relatively sluggish, so it does not expend energy unnecessarily. Intruders who flee an ankylo-basilisk rather than fight can expect, at best, a halfhearted pursuit. These creatures tend to spend most of their time lying in wait for prey, which includes small mammals, birds, reptiles, and similar creatures.

Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude DC 14 negates. The save DC is Charisma-based.

Tail Sweep (Ex): The ankylo-basilisk can lash around with its tail as a standard action. The sweep affects all creatures in the area that the ankylo-basilisk threatens. A tail sweep automatically deals 1d8+4 bludgeoning damage. Affected creatures can attempt Reflex saves to take half damage (DC 17). Creatures which are smaller than the ankylo-creature by two size categories or more must also make a Reflex save (DC 17) or fall prone in their square.

Skills: *The ankylo-basilisk’s dull coloration and its ability to remain motionless for long periods of time grant it a +4 racial bonus on Hide checks in natural settings.
 
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Devon

First Post
I had another idea for a template -- check me if the level and CR adjustments are too high...

- Devon

GHOSTPROOF TEMPLATE

Applying gorgon's blood to a castle's mortar has often been touted as a means of preventing unwanted entry by ethereal intruders. Through magic or evolution, some creatures can develop a similar quality, rendering them less vulnerable to incorporeal dangers, and allowing them to threaten incorporeal creatures.

CREATING A GHOSTPROOF CREATURE
“Ghostproof” is an acquired or inherited template that can be added to any corporeal creature or construct, hereinafter referred to as the "base creature." Animals and vermin become magical beasts, but otherwise the base creature retains its original type.

A ghostproof creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.

Ghostproof (Ex): The base creature's natural armor bonus counts as a deflection bonus against incorporeal touch attacks. If the base creature has no natural armor bonus, its deflection bonus is equal to its Charmisma bonus or +2, whichever is higher.

Ghostproof creatures are immune to attacks which rely upon entering the target's body via astral or ethereal travel, and ghostproof creatures on the Prime Material plane count as solid, impassable objects for travelers on the Ethereal plane.

Ghost Touch (Ex): A ghostproof creature's unarmed or natural melee attacks affect incorporeal creatures as if they were enchanted with the ghost touch ability. Ranged attacks would only count as ghost touch attacks if the projectiles were originally part of the base creature's body (like a manticore, or a thorn-slinging plant). Organic projectiles which aren't destroyed by use will lose the ghost touch ability after 1d3 days.

Although the ghostproof creature is not granted the ability to detect ethereal creatures, its melee attacks work affect such opponents as if the ghostproof creature was also on the Ethereal Plane-- use normal rules for blindness and invisibility when dealing with encounters between ethereal and ghostproof combatants unless the ghostproof creature has a means of detecting such opponents.

Challenge Rating: As base creature +2

Level Adjustment: +3


GHOSTBANE TEMPLATE

While some creatures develop the ability to resist the normal dangers of incorporeal creatures (see ghostproof template above), others have a more refined ability to affect Ethereal and incorporeal opponents. Ghostbane creatures appear as normal creatures of their type, but with a slightly electric aura of pale blue which is most visible to normal sight when it's dark, glows brightly to incoporeal and ethereal creatures.

Humanoids are occasionally granted the ghostbane template by their deities, to help them defeat large-scale threats of incoporeal undead.

CREATING A GHOSTBANE CREATURE
“Ghostbane” is an acquired or inherited template that can be added to any corporeal creature or construct, hereinafter referred to as the "base creature." Animals and vermin become magical beasts, but otherwise the base creature retains its original type. DMs may, at their option, rule that ghostbane creatures become Outsiders with the (native) subtype.

A ghostbane creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.

Gorgonized (Ex): The base creature's armor bonuses from natural armor, manufactured armor, and shields, which are usually bypassed by incorporeal attacks, now work against them. If the base creature has no armor to speak of, its deflection bonus is equal to its Charmisma bonus or +2, whichever is higher. Armor class enalties for low Dexterity, size, or other situations still reduce the ghostbane creature's armor class, and the still lose any Dexterity bonus to AC when caught flat-footed.

Gorgonized creatures are immune to attacks which rely upon entering the target's body via astral or ethereal travel, and ghostproof creatures on the Prime Material plane count as solid, impassable objects for travelers on the Ethereal plane.

Ghost Touch (Ex): All of a ghostbane creature's melee and ranged attacks affect incorporeal creatures as if they were enchanted with the ghost touch ability, including weapons, natural attacks, and ranged weapons, but not spells or spell-like abilities. The ghostbane creature grants the ghost touch ability to arrows and other projectiles by firing them. Projectiles and ammunition which aren't destroyed by use lose the ghost touch ability immediately, unless they were were originally part of the base creature's body (like a manticore, or a thorn-slinging plant), in which case such projectiles lose the ghost touch ability after 1d3 days.

Ghost Sight (Ex): The ghostbane creature can detect incorporeal and ethereal opponents. The ghostbane creature can detect incorporeal undead which are not manifesting, but not Ethereal opponents which happen to also be invisible or otherwise not within line of sight.

Challenge Rating: As base creature +3

Level Adjustment: +5
 
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Devon

First Post
Another template... this one may be TOO basic, but I thought it might come in useful. It is somewhat better than the "Flying creature" template, but it also doesn't raise any ability scores,so it may even out again to a +1 CR.

- Devon

FLOATING CREATURE TEMPLATE

Some creatures are born or otherwise imbued with natural buoyancy, granting the ability to float through the air -- such creatures usually prefer not to touch the ground. This ability is usually the product of a series of gas-filled chambers or other biological mechanism, and floating creatures can appear more alien than their non-floating counterparts, but it can also be the product of magical ritual or simple accident.

CREATING A FLOATING CREATURE

"Floating" is an inherited or acquired template that can be added to any corporeal creature, hereinafter referred to as the "base creature." Animals and vermin become magical beasts, while plants, giants, humanoids and monstrous humanoids become aberrations.

Speed: Base creature gains the ability to fly at its base speed + 20 ft (good). If the base creature had no movement rate (such as a plant), then it has a flying speed of 20 ft. (good). See "Flight" below for details. At the GMs option, the creature may or may not lose its normal movement mode.

Special Qualities: Base creature retains any special qualities, and gains the following:

Flight (Ex): A floating creature’s body is naturally buoyant, which allows it to fly as the spell, as a free action (see above for speed). This buoyancy also grants it a permanent feather fall effect with personal range.

Skills: Floating creatures can be unnerving when first encountered. Those inexperienced with this particular type of floating creature suffer a -4 circumstance penalty to saves against Intimidate checks made by the floating creature. This penalty goes away in time.

Feats: Floating creatures gain Flyby Attack as a bonus feat.

Challenge Rating: As base creature +1.

Level Adjustment: +3.
 

Devon

First Post
BRUTAL TEMPLATE

Brutal creatures are hulking versions of normal creatures, filled with rage and eager to inflict pain upon others. Unusually tough and muscular for their kind, they lope around, eyes sizing up the competition. Brutal animals are just as likely to attack their own kind as traditional prey, while intelligent brutal creatures tend to be bullies and thugs. Physical dominance is the domain of the brutal creature.

CREATING A BRUTAL CREATURE

"Brutal" is an inherited or acquired template which may be applied to an corporeal creature, hereinafter referred to as the "base creature." The creature gains the subtype (brutal).

Hit Dice: +3 HD.

Attacks: The base creature's melee attacks and damage increase with its additional hit dice and Strength increase (see below).

Special Attacks: The brutal creature retains any special attacks, and gains the following:

Rage (Ex): A brutal creature can fly into a rage, like a barbarian, once per encounter, as a free action, a number of times per day equal to 1 plus 1 for every 4 hit dice or class levels the creature possesses (maximum 6). If the brutal creature has class levels in Barbarian, the maximum number of rages per day is 10.

When raging, a brutal creature temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the brutal creature’s hit points by 2 points per level, but these hit points go away at the end of the rage when its Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are),

A fit of rage lasts for a number of rounds equal to 3 + the brutal creature’s (newly improved) Constitution modifier. A brutal creature may prematurely end its rage. At the end of the rage, the brutal creature loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

Special Qualities: The brutal creature retains any special qualities, and gains the following:

Damage resistance (Ex): The base creature gains damage resistance (see table below):

Hit Dice: Damage Resistance
0 - 9: DR 5/--.
10 +: DR 10/--

Saves: Adjust for ability score changes (see below).

Abilities: Ability scores change as follows: Strength +4, Constitution +4, Wisdom -2, Charisma -2.

Skills: Adjust for ability score changes (see above). Brutal creatures may substitute their Strength modifier

Feats: Brutal creatures gain Diehard, Great Fortitude and Toughness as bonus feats.

Challenge Rating: As base creature +2.

Alignment: Usually chaotic (evil).

Advancement: Same as the base creature.

Level Adjustment: +3.
 
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Arken

Explorer
WOW Brilliant! :D

Those are great Devon I especially like the 'brutal' template I can see that applied to a whole lot of creatures, I like the idea of adding some additional hitdice too, keeps creatures taht are supposed to be getting tougher (as in more physically capable) in line.
 

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