Unstoppable Beast Template

Creamsteak

Explorer
I'm looking for some advice on adjustments to make to this template, and if someone is daring, a possible CR comparison. I'm using this for a legendary animal in one of my upcoming campaigns.

Unstoppable Beast Template
Unstoppable Beasts are creatures that have been blessed with an incredible resiliance, making the creature nearly unstoppable. They are incredibly formidable, and extremely difficult to kill. Because they lack greater intelligence than the normal creatures of their kind, they tend to live their lives without a great deal of difference from an ordinary animal, if they can.
Creating an Unstoppable Beast
“Unstoppable Beast” is a template that can be added to any corporeal animal or magical beast.
An Unstoppable Beast uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creatures type changes to that of a magical beast if it was an animal. The creatures size increases normally if it's bonus hit dice increase it's size category.
Hit Dice: If the creature had 1-3 hit dice, it's hit dice increase by 4. If the creature had 4 or more hit dice, the creatures hit dice double. The maximum hit dice that can be gained through this template is always 16.
Armor Class: The base creature's natural armor increases by 8.
Special Qualities: An Unstoppable Beast has all the special qualities of the base creature, gains the improved evasion ability if it did not already have it, and gains energy resistance of 10 against acid, cold, fire, and electricty. The base creature also gains a damage reduction of 15/magic and piercing. If the Unstoppable Beast had more than 8 hit dice to begin with, the creature also gains the following:
Regeneration: The unstoppable Beast gains natural regeneration of 5 if it did not already have any regeneration abilities. Only fire and acid damage affect the creature normally.
Unmovable: The Unstoppable Beast is incredibly hard to move, permitting it a +16 bonus against Bull Rushes and Trip Attacks.
Abilities: Increase from the base creature as follows: Str +8, Con +8.
Skills: The creatures skill points increase as a magical beast.
Challenge Rating: +3
Alignment: Same as the base creature.
 
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The resistances seem a little high for 3.5. Maybe DR 10/magic and energy resistance 10 vs acid, cold, electricity, force and fire.

I don't see why the Weapon Resistance special ability has to be non-standard. Would a DR of 5/piercing (which overlaps with DR 10/Magic) be ok?

As for CR, I would estimate +4.
 

I think the number of bonus HD should be on a sliding scale, like the AC bonus.

As cheiromancer said, DR would be more reasonable as 10 or 15/magic.

Why is it vulnerable to piercing damage especially?
 

Because the background behind it revolves around it being slain with a great bow. Also, I'm trying to get a certain degree of need for a +5 or better weapon to be necessary to really scratch the creature, and that's why I tried to make some kind of way to deal with that, with the weapon resistance.
 
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A couple of things I'd suggest.

First, do away with the wonky, complicated weapon resistance thingie you've got going on, and just give it DR 15/epic or (magic and piercing).

Secondly, you might consider giving it a stability bonus vs. trips, bull rushes and other effects that knock the creature down or back.

Finally, I think +4 is to much for this template, even with the added HD. I mean, consider an unstoppable beast wolf- it would come out at I think CR 5, only have 4 HD, and just generally not be so hot. I'd recommend simplifying the HD change (double the base creature's HD) and prolly drop the CR mod to a +3.
 

I've made some changes to fit that concept. I still would find it preferable to make a higher enhancement bonus on a weapon more desirable against said template. The most extreme variation of this I was thinking about was one where only the magic enhancement bonus to damage hurt the creature, but that's even more strange.
 



Get rid of the "double HD" part, or make the CR more adjustable. Doubling the HD of a wolf won't do much to it, but doubling the HD of a dinosaur? A bit more impressive, especially if this'd give a size increase of its own. So, something like the Celestial template: 1-4 HD is +2, 5-8 HD is +3, 9+ is +4...

Instead of this flat STR, CON, NA increase, why not just say something like "increase two sizes"? Then you'd have something very similar to Dire animals, and you wouldn't need separate mechanics for so many things.
So, it'd be something like:
x2 HD, two sizes larger, maybe an extra NA +4, resists 10, force resistance 10, DR 15/magic and piercing...
In fact, just toss all those resists/DR and give it Hardness 10. It doesn't matter what causes the damage, it's reduced by 10. Adamantium weapons would bypass this, but not much else.

I've got a similar template of my own, except it also gives a "fast metabolism" ability that gives +10' movement and Fast Healing (1-5, depending on HD) but adds a vulnerability to poisons and diseases, plus a few other things.
 


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