Monday, January 3, 2011

General Rules: Monsters - Axiomatic Creature (Template)

Axiomatic Creature (from the Manual of the Planes)

Axiomatic creatures dwell in the lawful planes, the domains of order. Although they may resemble creatures from the Three Worlds, they are more perfectly formed, their features sharper and more precise, their fur or plumage shinier, their appearance clearer and more heroic. They are often called "perfect" creatures, and some say the axiomatic versions are the true and ideal first models; all other creatures of the same type are merely imitations.

"Axiomatic" is a template that can be added to any corporeal aberration, animal, dragon, fæy, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of lawful or neutral alignment. Animals with this template become magical beasts, but otherwise the creature's type is unchanged. The creature gains the subtype "lawful". Axiomatic creatures encountered in the Three Worlds have the "extraplanar" subtype. It uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Same as the base creature.

Speed: Same as the base creature.

Armor Class: Same as the base creature.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: An axiomatic creature retains all the special abilities of the base creature and also gains the following ones:
  • Smite Chaos (Su): Once per day, an axiomatic creature can make a normal attack to deal additional damage equal to it's Hit Die total (maximum of +20) against a chaotic opponent.
Hit DiceFire, Electricity, Cold, and Sonic Resistance
1 - 3
5
4 - 7
10
8 - 11
15
12+
20
Special Qualities: An axiomatic creature retains all the special qualities of the base creature, and also gains the following ones:
  • Darkvision with a range of 60 feet.

  • Fire, electricity, cold and sonic resistance (see the table to the right).

  • Spell resistance equal to double the creature's Hit Dice (maximum 25).

  • Linked Minds (Ex): Axiomatic creatures of a particular type within 300 feet of one another are in constant communication. If one is ware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No axiomatic creature in the group is considered flanked unless they all are.
If the base creature already has one or more of these special qualities, use the better value.

Saves: Same as the base creature.

Abilities: Same as the base creature, but Intelligence is at least 3.

Skills: Same as the base creature. All axiomatic creatures speak Axiomatic.

Feats: Same as the base creature.

Climate/Terrain: Any land and underground.

Organization: Same as the base creature.

Challenge Rating: Variable (see below):

Hit DiceCR
Up to 3
Same as base creature
3 to 7
Base creature +1
8+
Base creature +2

Treasure: Same as the base creature.

Alignment: Always lawful (any).

Advancement: Same as the base creature.

Level Adjustment: Same as base creature +2.

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