Showing posts with label Template. Show all posts
Showing posts with label Template. Show all posts

Monday, January 3, 2011

General Rules: Monsters - Rabid Creature (Template)

Rabid Creature (adapted from Wrath & Rage: A Guidebook to Orcs and Half-Orcs)

Orcish wastes are foul beyond description, and in addition to its hideous smell and appearance, it also teems with diseases and parasites. A magical variant of rabies is induced by a tiny organism spread in water infected with euroz waste. It infests the brain and nervous system of its host, turning even the most timid creature into an aggressive, mindless killer. Because this organism is found in orcish waste, rabid creatures are commonly found downstream of orc settlements. Often the first clue that orcs have colonized a region is a wave of attacks by rabid animals.

"Rabid" is a template that can be added to any corporeal animal, dragon, fæy, giant, humanoid, magical beast, or monstrous humanoid with an Intelligence score, hereafter referred top as the "base creature". The creature's type does not change.

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: A rabid creature retains all the special attacks of the base creature, and gains the following:
  • Ferocity (Ex): Rabid creatures are so hateful and tenacious that they continue to fight without penalty even while disabled or dying. If the base creature already has this ability, the rabid creature gains a +2 circumstance bonus on attack and damage rolls while disabled or dying.

  • Frenzy (Ex): Once per day, a rabid creature may fly into a paroxysm or destructive fury. A frenzied creature may take an extra partial action either before or after its regular action, and can more one-and-a-half times as fast as normal. Frenzy lasts for a number of rounds equal to the rabid creature's Hit Dice (minimum 1).

Special Qualities: A rabid creature retains all of the base creature's qualities and gains the following:
  • Mindless (Ex): Rabid creatures have no Intelligence scores. They are immune to all mind-influencing effects, and they automatically fail Intelligence checks.

  • Tortured Sense (Ex): This agonizing disease leaves the victim with its sensory apparatus intact but in constant, searing pain. The rabid creature gains a +8 enhancement bonus on Listen and Spot checks, but takes twice the normal damage from sonic attacks.

Saves: Same as the base creature.

Abilities: Same as the base creature except that rabid creatures are mindless and have no Intelligence score.

Skills: Rabid creatures lose all skills.

Feats: Same as the base creature, except that the creature loses all skills that require thought or intelligence.

Climate/Terrain: Same as the base creature.

Organization: Solitary.

Challenge Rating: Fewer than 2 Hit Dice - same as the base creature; 2 - 5 Hit Dice - as the base creature +1; 6+ Hit Dice - as the base creature +2.

Treasure: Same as the base creature.

Alignment: Always neutral.

Advancement: Same as the base creature.

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General Rules: Monsters - Fiendish Creature (Template)

Fiendish Creature (from the Monster Manual)

Fiendish creatures dwell in the Hells, the realms of evil, although they resemble beings found in the Three Worlds. they are more fearsome in appearance than their earthly counterparts. Fiendish creatures are often mistaken for half-fiends, more powerful creatures that are created when a fiend mates with a nonfiendish creature, or through some foul infernal breeding project.

"Fiendish" is a template that can be added to any corporeal aberration, animal, dragon, fæy, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of evil or neutral alignment. Animals or vermin become magical beasts, but otherwise the creature type is unchanged. It gains the subtype "evil". Fiendish creatures encountered in the Three Worlds have the "extraplanar" subtype. A fiendish creature uses all of the base creature's 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: A fiendish creature retains all the special abilities of the base creature and also gains the following ones:
  • Smite Good (Su): Once per day, a fiendish creature can make a normal attack to deal additional damage equal to it's Hit Die total (maximum of +20) against a good opponent.
Hit DiceDamage ReductionCold, and Fire Resistance
1 - 3
-
5
4 - 7
5/+1
5
8 - 11
5/+1
10
12+
10/+1
10
Special Qualities: A fiendish creature retains all the special qualities of the base creature, and also gains the following ones:
  • Darkvision with a range of 60 feet.
  • Damage reduction (see table to the right).
  • Cold and fire resistance (see table to the right).
  • Spell resistance equal to Hit Dice + 5 (maximum 25).
If the base creature already has one or more of these special qualities, use the better value. If a fiendish creature gains damage reduction, its natural weapons are treated as +1 weapons for the purpose of overcoming damage reduction.

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 fiendish creatures speak Infernal.

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 evil (any).

Advancement: Same as the base creature.

Level Adjustment: Same as base creature +2.

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General Rules: Monsters - Smoke Creature (Template)

Smoke Creature (from Dragon Magazine #347)

Smoke element creatures dwell on the Elemental Planes of Air and Fire. The have the same general form as beings from the Three Worlds but are composed entirely of thick, black smoke with red-hot cinders for eyes and tendrils of smoke that end in wicked claws in place of arms.

"Smoke" is a template that can be added to any corporeal aberration, animal, dragon, fæy, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin. The creature's type changes to "elemental (air, fire)". Smoke 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: Change to d8.

Speed: An smoke element creature gains a fly speed of 90 feet with good maneuverability unless the base creatures has a higher fly speed.

Armor Class: Same as the base creature.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: An smoke creature retains all the special abilities of the base creature and also gains the following ones:
  • Smoke Claws (Ex): A smoke element creature can engulf opponents by moving on top of them. It fills the air around one opponent smaller than itself without provoking an attack of opportunity. The target must succeed at a Fortitude save or inhale part of the creature. The save DC is 10 + ½ the smoke element creature's Hit Dice + the smoke element creature's Constitution modifier. Smoke inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing damage each round. An affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace. The amount of damage depends on the Hit Dice of the smoke element creature.
Hit DiceDamage Reduction
Acid Damage
1 - 3
-
-
4 - 7
-
1d4
8 - 11
5/+1
1d6
12+
10/+1
2d6
Special Qualities: A smoke creature retains all the special qualities of the base creature, and also gains the following ones:
  • Elemental: Immune to poison, sleep, paralysis, and stunning, Not subject to critical hits.

  • Darkvision with a range of 60 feet.

  • Damage reduction (see the table to the right). If the base creature already has damage reduction, use the better value. If a smoke element creature gains damage reduction, its natural weapons are treated as magic equivalent weapons for the purpose of overcoming damage reduction.
If the base creature already has one or more of these special qualities, use the better value.

Saves: Same as the base creature.

Abilities: Modify the base creature's ability scores as follows: Dexterity +6.

Skills: Same as the base creature. If the smoke creature has an Intelligence of 4 or greater, it speaks Auran or Ignan.

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 4
Same as base creature
4 to 7
Base creature +1
8+
Base creature +2

Treasure: Same as the base creature.

Alignment: Usually neutral.

Advancement: Same as the base creature.

Level Adjustment: Same as base creature +4.

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General Rules: Monsters - Celestial Creature (Template)

Celestial Creature (from the Monster Manual)

Celestial creatures dwell in the Heavens, the realms of good, although they resemble beings found in the Three Worlds. They are more regal and more beautiful than their earthly counterparts. Celestial creatures often come in metallic colors (usually silver, gold, or platinum). They can be mistaken for half-celestials, more powerful creatures that are created when a celestial mates with a noncelestial creature.

"Celestial" is a template that can be added to any corporeal aberration, animal, dragon, fæy, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of good or neutral alignment. Animals or vermin become magical beasts, but otherwise the creature type is unchanged. it gains the subtype "good". Celestial creatures encountered in the Three Worlds have the "extraplanar" subtype. A celestial creature uses all of the base creature's 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: A celestial creature retains all the special abilities of the base creature and also gains the following ones:
  • Smite Evil (Su): Once per day, a celestial creature can make a normal attack to deal additional damage equal to it's Hit Die total (maximum of +20) against an evil opponent.
Hit DiceDamage ReductionAcid, Cold, and Electricity Resistance
1 - 3
-
5
4 - 7
5/+1
5
8 - 11
5/+1
10
12+
10/+1
10
Special Qualities: A celestial creature retains all the special qualities of the base creature, and also gains the following ones:
  • Darkvision with a range of 60 feet.
  • Damage reduction (see table to the right).
  • Acid, cold, and electricity resistance (see table to the right).
  • Spell resistance equal to Hit Dice + 5 (maximum 25).
If the base creature already has one or more of these special qualities, use the better value. If a celestial creature gains damage reduction, its natural weapons are treated as +1 weapons for the purpose of overcoming damage reduction.

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 celestial creatures speak Celestial.
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 good (any).
Advancement: Same as the base creature.
Level Adjustment: Same as base creature +2.

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General Rules: Monsters - Hammerstruck Creature (Template)

Hammerstruck Creature (adapted from Hammer & Helm: A Guidebook to Dwarves)

The hammerstruck are wasted beings who have failed the test of Wünd. Taking the test is usually voluntary, the only exceptions being the condemned whose crimes have harmed an entire city of dwarves. Such wretches usually end up as hammerstruck.

The test varies with each one who undergoes it, but it always ends with a mighty blast of divine power from Wünd's hammer. Those who fail the test suffer a violent blow that leaves them physically and mentally smashed. The hammerstruck creature's limbs become featureless stumps and other physical features become flattened and muted. The eyes change to globes of a blank gray sheen without iris or pupil. Hair and fur become patchy and stringy, often sloughing off in large patches. After a few years, a hammerstruck creature is completely hairless and almost featureless.

"Hammerstruck" is a template that can be added to any corporeal creature with an Intelligence score greater than 3 that has undergone and failed the test of Wünd, hereafter referred top as the "base creature". The creature's type does not change.

Hit Dice: Same as the base creature.

Speed: Same as the base creature.

Armor Class: Natural armor improves by +2.

Attacks: Hammerstruck creatures pummel foes with their fists. The base creature gains two slam attacks if it did not already have them and loses all other attack forms other than bite attacks. The attack form that deals the greater damage is the hammerstruck creature's primary attack. In the event of a tie, the slam attacks are the primary attack.

Damage: If the base creature does not normally have a slam attack, use the damage values given on the table to the right. Otherwise use the values on the table or the creature's value, whichever is greater. A hammerstruck creature applies its full Strength modifier only to its primary attack. secondary attacks add only one-half the creature's strength bonus.

Special Attacks: A hammerstruck creature loses any special attacks such as rend that depend on natural attack forms other than its bite or slam (if any). It also loses any special attack that requires wielding a weapon. Hammerstruck creatures can never prepare spells, and they cast spells and use spell-like abilities only when commanded to by a dwarf.
SizeSlam Damage
Fine
1
Diminutive
1d2
Tiny
1d3
Small
1d4
Medium
1d6
Large
1d8
Huge
2d6
Gargantuan
2d8
Colossal
4d6

Special Qualities: A hammerstruck creature retains all of the base creature's qualities and gains the following:
  • Dwarf Thrall (Su): Hammerstruck obey verbal commands from any dwarf. If a hammerstruck creature receives conflicting commands from two dwarves, it takes no action in the round.

  • Dwarfsense (Su): A hammerstruck creature always knows with perfect accuracy whether any creature within 60 feet is a dwarf.

  • Mindless (Ex): The hammerstruck are immune to mind-affecting effects.

Saves: Same as the base creature.

Abilities: Change from the base creature as follows: Strength +4, Constitution +4, and Charisma -6. Hammerstruck creatures are mindless and have no Intelligence score.

Skills: Hammerstruck creatures lose all skills based on Intelligence. They suffer a -4 racial penalty to Climb and Balance checks.

Feats: Same as the base creature with the following exceptions: Feats that require active thought such as Combat Expertise or metamagic feats are lost to the mindless hammerstruck.

Climate/Terrain: Dwarven cities and underground.

Organization: Solitary or accompanying dwarves.

Challenge Rating: Same as the base creature +1. However, a hammerstruck creature will not fight or disobey dwarves, and presents no challenge to them.

Treasure: None.

Alignment: Always neutral.

Advancement: None.

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General Rules: Monsters - Naga, Bone (Template)

Bone Naga (adapted from Serpent Kingdoms)

A bone naga is a skeletal undead creature created from a naga by a spellcaster, usually of its own race. A create undead spell can produce a bone naga from any naga subject with fewer Hit Dice than the creator.
A bone naga looks like a serpentine skeleton and typically measures about 12 feet long. Its skull bears an eerie resemblance to that of a human, except that it sports long fangs. A cold, cruel light burns in the creature's eye sockets, giving it an air of unspeakable hatred and malice. Its tail ends in a vicious bone stinger.
Though it despises servitude, a bone naga unswervingly obeys its creator, attacking even other nagas if so commanded. Should its master die, the bone naga becomes free-willed and can choose its own destiny.

"Bone naga" is an acquired template that can be added to any naga, hereafter referred to as the "base creature". A bone naga has all the base creatures statistics and special abilities except as noted here:
Size and Type: The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Same as the base creature.

Armor Class: A bone naga has a +6 natural armor bonus or the base creature's natural armor bonus, whichever is greater.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: A bone naga retains all the base creature's special attacks except poison and also gains those described below.
  • Poison (Ex): Bite, injury, Fortitude DC (10 + ½ the creature's Hit Dice + the creature;'s Charisma modifier), initial and secondary damage 1d4 Strength; and sting, injury Fortitude DC (DC 10 + ½ the creature's Hit Dice + the creature;'s Charisma modifier), initial and secondary damage 1d4 Constitution.

Special Qualities: A bone naga retains all of the base creature's special qualities and gains the following:
  • Damage Reduction (Ex): Because a bone naga lacks flesh and internal organs, it has damage reduction 5/bludgeoning.

  • Immunities (Ex): Bone nagas are immune to cold.

  • Spell Resistance (Ex): A bone naga has spell resistance equal to the creature's CR (after application of the bone naga template) + 11, or the base creature's spell resistance, whichever is higher.

  • Telepathy (Su): A bone naga can communicate telpathically with any creature within 250 feet that has a language.

Undead Traits: A bone naga is immune to mind-influencing effects, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised and resurrection only works if it is willing. It has darkvision with a range of 60 feet.

Saves: Same as the base creature.

Abilities: As an undead creature, a bone naga has no Constitution score.

Skills: Same as the base creature.

Feats: Same as the base creature.

Climate/Terrain: Same as the base creature.

Organization: Same as the base creature.

Challenge Rating: Same as the base creature +1.

Treasure: None.

Alignment: Any evil.

Advancement: Same as the base creature.

Level Adjustment: Same as the base creature.

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General Rules: Monsters - Ooze Creature (Template)

Ooze Creature (from Dragon Magazine #347)

Ooze creatures slither and crawl through the Elemental Planes of Earth and Water. They appear as a dark brown mass of muck in the same general form as similar Three Worlds beings, with gaping black pits where eyes and mouth would be.

"Ooze" is a template that can be added to any corporeal aberration, animal, dragon, fæy, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin. The creature's type changes to "elemental (earth, water)". Ooze 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: Change to d8.

Speed: An ooze element creature gains a swim speed of 50 feet.

Armor Class: Same as the base creature.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: An ooze creature retains all the special abilities of the base creature and also gains the following ones:
  • Acid (Ex): An ooze element creature secretes a digestive acid that dissolves organic material and metal quickly but does not affect stone. Any melee attack made by the ooze creature with its natural weapons deals acid damage, the armor and clothing of an opponent dissolve and become immediately useless unless the opponent succeeds on a Reflex save. The amount of damage depends on the Hit Die total of the creature. A metal or wooden weapon that strikes an ooze element creature also dissolves immediately unless it succeeds on a Reflex save. The Reflex save DC against an ooze creature's acid is equal to 10 + ½ the ooze element creature's Hit Dice + the ooze element creature's Constitution modifier.
Hit DiceDamage Reduction
Acid Damage
1 - 3
-
-
4 - 7
-
1d4
8 - 11
5/+1
1d6
12+
10/+1
2d6
Special Qualities: An ooze creature retains all the special qualities of the base creature, and also gains the following ones:
  • Elemental: Immune to poison, sleep, paralysis, and stunning, Not subject to critical hits.

  • Darkvision with a range of 60 feet.

  • Damage reduction (see the table to the right). If the base creature already has damage reduction, use the better value. If an ooze element creature gains damage reduction, its natural weapons are treated as magic equivalent weapons for the purpose of overcoming damage reduction.

  • Acid Immunity (Ex): An ooze element creature is immune to acid.
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.

Skills: Same as the base creature. If the ooze creature has an Intelligence of 4 or greater, it speaks Aquan or Terran. Since it has a swim speed, an ooze element creature has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. it can always choose to take 10 on a Swim check even if distracted or endangered. it can use the run action while swimming provided it swims in a straight line.

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 4
Same as base creature
4 to 7
Base creature +1
8+
Base creature +2

Treasure: Same as the base creature.

Alignment: Usually neutral.

Advancement: Same as the base creature.

Level Adjustment: Same as base creature +4.

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General Rules: Monsters - Swarm Drone (Template)

Swarm Drone (from Twisted Lore)

Swarm drones are insect-like humanoid creatures transformed into the willing slaves of a goblinoid hive queen. Why hive queens choose to keep some subjugated humanoids as slaves and transform others into hive drones is not entirely clear, but almost all hive queens have at least some swarm drones at her command. Some queens make a practice of changing virtually all captives into drones, while others do so sparingly. No matter their origin, swarm drones serve their hive queen not only by killing her foes, but by making members of competing species into one of their own.

Like goblinoids, swarm drones can be found almost anywhere, although they have a distinct preference for dwelling underground. It is rare to encounter a lone swarm drone, as they tend to travel and live in larger clusters or hordes. If a solitary swarm drone is found, it is almost certain that it has either been forcibly separated from its hive or that it is a scout in search of new territory to plunder. Goblinoid hives commonly send forth chains of scouts to find new feeding ground when they have come close to completely consuming everything possible in their territory.

Swarm drones eat anything and everything they encounter, whether animal or vegetable, living or dead. Hive queens often use them to consume refuse that is too foul for even goblinoids to eat.

Swarm drones cannot produce offspring in a natural manner. Instead, all new swarm drones are created by the infectious sting of another swarm drone. This transformation is not automatic; indeed observers have yet to determine why some defeated opponents become food while others become new swarm drones. The best guess is that swarm drones' glands respond to a signal from their hive queen and begin manufacturing poison when the drone numbers run lower than the queen would like. Hive queens have been known to send swarm drones on raids with the intent of transforming specific types of creatures.

Once transformed, a swarm drone loses all memory of its previous life and only exists to serve the hive queen. Creatures that were previously of animal intelligence become essentially the same as those who were once sentient: All are now mindless drones under the command of the hive queen.

Tactics
Swarm drones have no sense of self, and no instinct for self-preservation. They fight and die at the command of their hive queen, with absolute loyalty and absolute obedience. Driven by the cunning intelligence of the hive queen, whose innate abilities are abetted by access to the hive mind of the swarm drones, these creatures are cunning foes. They often ambush and surround their prey in narrow underground passages from which their victims cannot easily escape. They will usually play different roles depending on the sizes or abilities of their base creature types, with larger drones playing the part of shock troops in the front lines, while smaller drones tend to play mobile support roles with their trilling attack. Swarm drones will use their supernatural and special abilities to their fullest effect as well.

Though their tactics vary at the behest of the hive queen, swarm drones usually concentrate their attacks on just one opponent to completely destroy and consume them before moving on to their next victim. Swarm drones often act in close concert with goblinoid warriors of their hive, in some cases, swarm drones that are Medium-size or larger serve as mounts for goblinoid warriors. In most other cases, when they coordinate with goblinoid warriors, swarm drones serve as suicide troops, breaking up enemy formations and hurling themselves into foes with reckless abandon to open holes for the goblinoids to exploit.

Creating a Swarm Drone
"Swarm drone" is a template that can be added to any animal, beast, fet, giant, humanoid, magical beast, or monstrous humanoid (referred to hereafter as the "base creature"). It uses all the base creature's statistics and abilities except as noted here:

Type: The creature's type changes to aberration.
Hit Dice: Change to d8.
Speed: The base creature's speed increases by +10 feet and it gains a climb speed equal to half its new land speed.
Armor Class: The base creature's natural armor improves by +2.
Attacks: A swarm drone retains any attacks made with its major manipulating appendages (arms, for instance, or front claws). it loses any bite- or tail-based attacks of the base creature and gains a bite attack and a sting attack.
Damage: Swarm drones use their mandibles for bite attacks and gain an acid sting. These attacks replace any bite or tail attacks of the base creature.
Size
Bite Damage
Sting Damage
Fine
-
1
Diminutive
1
1d2 + acid
Tiny
1d2
1d3 + acid
Small
1d3
1d4 + acid
Medium
1d4
1d6 + acid
Large
1d6
1d8 + acid
Huge
1d8
2d6 + acid
Gargantuan
2d6
2d8 + acid
Colossal
2d8
4d6 + acid
Special Attacks: A swarm drone retains all the special attacks of the base creature except those based on Charisma, such as a bard's suggestion ability. Swarm drones are part of a hive mind and therefore have no sense of self. Any abilities powered by divine sources become powered by Ninkurra (see below). A swarm drone also gains the special attacks listed below:
  • Improved Grab (Ex): To use this ability, the swarm drone must hit with its bite attack. A swarm drone that gets a hold can sting.
  • Acid Sting (Ex): A swarm drone has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round using its full attack bonus. A hit with the sting attack deals the listed damage plus an identical amount of acid damage.
  • Infection (Ex): Should a swarm drone be instructed to do so by the hive queen, it may choose to inject a living victim with a transforming toxin when it makes a successful acid sting attack. This attack may only be used once per day. The attack inflicts normal piercing damage from the sting, but instead of an equal amount of acid damage, the subject is instead injected with a horrible poison. The victim must make a successful Fortitude save (DC 10 + ½ the swarm drone's Hit Dice) or fall unconscious for 1d10 rounds. Once unconscious, the affected victim begins the slow transformation into a new swarm drone. Within 2d10 rounds, a cocoon forms around the unconscious victim. This cocoon has a hardness rating of 10, 20 hits points, and a break DC of 30 - destroying the cocoon will automatically kill the victim inside it. Unless a cure disease or heal spell is cast upon the cocoon within 24 hours of its formation, the victim inside the cocoon will emerge from it the following daty as a swarm drone that serves the will of the hive queen. Only a wish or miracle spell can return a transformed swarm drone to its original state.
  • Trilling (Ex): A swarm drone of Small size or larger cmay, as a standard action, produce a sonic effect that damages the nervous systems of any non-swarm drones within a 10 foot radius. Those affected must make a Fortitude save (DC 10 + ½ the swarm drone's Hit Dice) or be shaken for 10 rounds. Any creature that saves against any swarm drone's trilling is immune to any other swarm drone's trilling for one hour.
    By standing adjacent to one another, swarm drones may combine their trilling to increase the radius and intensity of the effect; every additional swarm drone increases the radius by +10 feet and the save DC by +1. Up to 6 swarm drones may combine their trilling at once.
    Swarm drones may perform no other actions while trilling. Goblinoids are immune to the trilling of swarm drones.
Special Qualities: A swarm drone retains all the special qualities of the base creature except those based on Charisma such as a bard's inspire courage ability. Swarm drones are part of a hive mind and therefore have no sense of self. Any abilities powered by divine sources (such as a cleric's spellcasting) become powered by Ninkurra. Additionally, they gain the following abilities (in the case of duplicate abilities, use the better of the two values):
  • Hivemind (Ex): A swam drone may communicate with any of its fellows within 100 feet via a primitive form a telepathy. All swarm drones in the group must be caught flat-footed or none of them are considered flat-footed. Likewise, no swarm drone in the group is considered flanked unless they all are.
    The hivemind may be used by swarm drones to pass along directives from the hive queen. Killing or removing any member of he hivemind chain will cut the swarm drones further out on the chain off from communication. When outside the chain, a swarm drone becomes directionless and purposeless, incapable of taking any action on its own initiative until contact with the hive queen is restored. This is perhaps the reason that hive queens don't transform all captives into swarm drones, as they would be useless if they were ever taken too far from her.
  • Limited Vision (Ex): Swarm drones' eyesight is very poor. They retain whatever the base creature's normal form of vision was (including low-light vision and darkvision), but the range of any sort of vision shortens to 20 feet. Beyond that range they are blind.
  • Tremorsense (Ex): In return for losing their sight, swarm drones gain tremorsense. This allows them to automatically sense the location of anything within 60 feet that is in contact with the ground.
Saves: Same as the base creature.
Abilities: +2 Dexterity. While retaining enough simple understanding to carry out simple, immediate directions, swarm drones have no sense of self-, logic, or planning. Swarm drones therefore have no Charisma or Intelligence scores.
Skills: Swarm drones gain a +10 racial bonus to Survival checks to determine direction. They are unable to use any skills that use Charisma or Intelligence as their key abilities. Otherwise, same as the base creature.
Feats: Same as the base creature.
Climate/Terrain: Same as the base creature.
Organization: Solitary, scouting group (2 - 6), swarm (10 - 20) or hive (20 - 200).
Challenge Rating: Base creature's CR +1.
Treasure: None.
Alignment: Always lawful evil. any base creature with class abilities that require the creature to have an alignment other than lawful evil (such as paladins or barbarians) immediately lose those abilities.
Advancement: Same as the base creature.

Spellcasters as Base Creatures: Spellcasters that fall prey to an infectious swarm drone sting may lose their spellcasting abilities, depending on their source. In any case, their manner of spellcasting will change

Arcane casters always lose all spellcasting ability immediately. Because swarm drones have neither Intelligence nor Charisma scores, they become unable to use any known form of arcane magic.

Divine casters, on the other hand, retain most of their powers. The source of their divine power immediately becomes Ninkurra. Any domains a cleric might have possessed immediately disappear, replaced by two of Ninkurra's domains: Corruption, Endurance, Pain, or Rulership. Other divine class abilities, such as a druid's wildshape ability, remain.

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General Rules: Monsters - Magma Creature (Template)

Magma Creature (from Dragon Magazine #347)

Magma element creatures live near volcanoes on the Elemental Planes of Earth and Fire. They have the same general form as beings from the Three Worlds but are composed entirely of lava, hardened into rock in some places while still fiery and molten at joints and other spots. Burning coals sit where eyes should be and the mouth is a furnace of flame.

"Magma" is a template that can be added to any corporeal aberration, animal, dragon, fæy, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin. The creature's type changes to "elemental (earth, fire)". Magma 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: Change to d8.

Speed: Same as the base creature.

Armor Class: Natural armor improves by +3.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: A magma creature retains all the special abilities of the base creature and also gains the following ones:
  • Heat (Ex): In addition to the damage from their attacks, magma creatures deal additional fire damage with their natural weapons (including claw, bite, slam, or tail attacks). The amount of damage depends on the Hit Die total of the creature (see the table below).
Hit DiceDamage Reduction
Fire Damage
1 - 3
-
-
4 - 7
-
1d4
8 - 11
5/+1
1d6
12+
10/+1
2d6
Special Qualities: A magma creature retains all the special qualities of the base creature, and also gains the following ones:
  • Elemental: Immune to poison, sleep, paralysis, and stunning, Not subject to critical hits.

  • Darkvision with a range of 60 feet.

  • Damage reduction (see the table to the right). If the base creature already has damage reduction, use the better value. If a magma element creature gains damage reduction, its natural weapons are treated as magic equivalent weapons for the purpose of overcoming damage reduction.

  • Fire Subtype (Ex): Fire immunity, double damage from cold except on successful save.
If the base creature already has one or more of these special qualities, use the better value.

Saves: Same as the base creature.

Abilities: Modify the base creature's ability scores as follows: Strength +2, Dexterity -2.

Skills: Same as the base creature. If the magma creature has an Intelligence of 4 or greater, it speaks Ignan or Terran.

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 4
Same as base creature
4 to 7
Base creature +1
8+
Base creature +2

Treasure: Same as the base creature.

Alignment: Usually neutral.

Advancement: Same as the base creature.

Level Adjustment: Same as base creature +5.

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General Rules: Monsters - Plague Giant (Template)

Plague Giant (from Giant Lore)

Giant-kin whisper among themselves of a strange and horrible fate, of a disease that strips the body and mind of health while granting terrible strength. Giant healers search vainly for a cure while priests invoke whatever divine powers they can to stave off the illness.

No one knows the origins of the plague. It appeared mysteriously several hundred years ago, wiping out colonies of giants far removed from civilization. Further eruptions of the plague occur every decade or so. Sometimes the plague strikes isolated settlements. Sometimes it consumes giant villages near other intelligent creatures.

The first symptoms of the plague can easily be mistaken for a cold or flu. Several days after tjhe initial onset, the giant develops distinctive black boils along with a high fever. His skin turns bright red. During this stage the plague can be treated, but only with modest success. once the black boils burst, the giant's flesh begins to die, becoming rotted meat hanging from his living bones.

A combination of giant kind's immense constitution and the magical nature of the plague prevents a giant in the third stage from dying. Instead, he suffers as his body dies around him. The plague also taints his spirit, fanning the spark of evil that exists in all mortal beings. As his grip on his mind and body loosen with every passing moment, the infected giant becomes an agent of the plague, seeking to spread it to others of his own kind.

A giant can survive in he third stage of the plague almost indefinitely. Fortitude by the synergy between his constitution and the plague, he grows new tissue almost as quickly as it necrosis. His mind does not fare as well, degenerating under the constant burden of incredible pain. These infected giants looks like pale, gaunt versions of their former selves. Their skin has a white undertone, save for where rot has already set in. There the skin turns green or black. it ma also ooze puss or rot.

All giants fear plague victims. Good giants try to care for the afflicted without coming into direct contact with them. They may employ intermediaries or nursemaids from other races to do the work. Evil giants cast out any among them who show signs of the sickness, hoping that it has not yet spread to the others. Evil giant plague victims tend to wander until the plague overtakes them. After that, they seek out other giants, with whom they wish to share their pain.

Plague-ridden giants have two conflicting motivations: To spread the plague and to end their own suffering. The first impulse comes from the giant's plague-infected mind. The second is all that remains of the giant's original personality.

The plague does not transmit from giants-kin to any other creature types. It may be that it is a unique curse for their race, while some suggest that this plague has some kind of sinister awareness and chooses to only infect giant-kin.

"Plague" is a template that can be added to any giant (hereinafter referred to as the "base creature"). It uses all the character's statistics and special abilities except as noted here.

Hit Dice: Increased to d10s.

Speed: Same as the base creature -10 feet.

Armor Class: The base creature's natural armor bonus increases by +4.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: A plague giant retains all the special abilities of the base creature and also gains the following special attack:
  • Plague Touch (Su): Any non-giant creature touching a plague giant or struck by the giant's melee attacks must make a DC 12 Fortitude save or contract filth fever. Any giant touching the plague giant or struck by a melee attack must make a Fortitude save (DC 20 + 2 per plague level of the plague giant) or contract giant plague.
Special Qualities: A plague giant retains all the special qualities of the base creature. It also gains the following ones:
  • Damage Reduction (Su): The plague giant's body cannot feel the pain of wounds and exists in a balance between life and death. This gives the giant damage reduction 3/-.

  • Nauseating Aura (Su): The plague giant radiates a nauseating stench that forces every living creature within a 30-foot radius to make a Fortitude save with a DC based upon the plague giant's plague level (see below) or be nauseated for as long as they remain within the nauseating aura and for 1d4+1 rounds thereafter. Creatures that successfully save against the aura are immune to that particular plague giant's nauseating aura for one day.

  • Plague Carrier (Su): The plague giant becomes immune to other diseases and poisons.

Saves: Same as the base creature.

Abilities: Change from the base creature's as follows: Constitution +4 and -4 Wisdom. He also receives a Strength bonus and an Intelligence penalty based upon his plague level. The plague magically enhances the giant's already tremendous strength and endurance while the pain reduces his ability to reason clearly.

Skills: Same as the base creature, except that a plague giant suffers a -4 penalty per plague level to all Charisma-based skills.

Feats: Same as the base creature.

Climate/Terrain: Same as the base creature.

Organization: Solitary.

Challenge Rating: Same as the base creature +2 for plague levels 1 to 3; same as the base creature +3 for plague levels 4 to 5.

Treasure: Half normal.

Alignment: Initially same as the base creature, eventually chaotic evil.

Advancement: Once a giant has acquired the plague giant template, he may not gain levels in any class.

The Plague

Giant plague is a magical disease for which there is no known natural cure. It has an incubation period of seven days. if an infected giant makes two successful Fortitude saving throws in a row or is the recipient of a remove disease spell cast by a caster of at least 12th level, he may shake off the plague. if he fails, he becomes a plague giant on the eighth day. Once a giant has acquired the plague giant template, he may not be cured by any thing short of a wish or miracle spell.

Plague Levels: the further along in the plague process the giant is, the worse his physical and mental degeneration and the greater his strength increase. This is represented by the giant's plague level. An infected giant's plague level goes up by one every month until he reaches level five, at which point he may subsist for up to one year before dying.

Plague Levels
LevelStr Bonus/Int PenaltyNausea DCAppearance
1+2/-115Mostly normal with boils, some rotted skin, loss of some small features such as earlobes, nose tips, and so on.
2+4/-218Visible rot and decay on all major features.
3+6/-321Extensive physical deterioration with visible infection in all parts of the body.
4+8/-424Appears barely alive, resembles a rotting undead more than a living being.
5+10/-527Rotted mass of flesh and puss, supported by bowed bones and raw muscle.

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General Rules: Monsters - Abollar (Template)

Abollar (from Blackdirge's Dungeon Denizens)

Upon rare occassions, aboleths have been known to breed with their humanoid slaves in a mysterious process unknown to the surface world. An aboleth's motivation for doing this is also unknown, as the resulting offspring, known as an abollar, is often a pariah and is generally shunned by both its parent races. Most abollars become evil mercenaries with little loyalty to anyone.

The majority of abollar are hideous, slime-coated humanoids with long, thin tentacles hanging below each arm. The abollar's face possesses three enormous jelly-like eyes, very much like its aboleth parent. Abollar posses some of the traits of the aboleth.

"Abollar" is a template that can be added to any corporeal aliving creature, although it is far more common amongst giants, humanoids, and monstrous humanoids. An abollar uses all the base creature's statistics and special abilities except as noted here.

Size and Type: The creature's type changes to aberration, and it gains the aquatic subtype. Size is unchanged. Do not racalculate Hit Dice, base attack bonus, or saves.

Hit Dice: Same as the base creature.

Speed: The abollar's slime coating allows it to breathe and move effortlessly underwater. Unless the base creature has a better swim speed, an abollar gains a swim speed equal to the base creature's land speed.

Armor Class: Natural armor impoves by +1 (this stacks with any natural armor bonus that the base creature may have).

Attacks: An abollar has two tentacle attacks that can be used as natural weapons. If the base creature can use weapons, the abollar retains this ability. An abollar fighting without weapons uses a tentacle when making an attack action. When it has a weapon, most abollar prefer to use the weapon instead. An abollar fighting without weapons uses both trnacles when making a full attack. If armed with a weapon, it uses the weapon as its primary attack and the tentacles as a natural secondary attack.

Damage: Abollars have tentacle attacks. If the base creature does not have this attack form, use the damage values on the table to the right. Otherwise, use the base creature's damage values if they are greater.
SizeTentacle Damage
Fine
1
Diminutive
1d2
Tiny
1d3
Small
1d4
Medium
1d6
Large
1d8
Huge
2d6
Gargantuan
3d6
Colossal
4d6

Special Attacks: An abollar retains all the special abilities of the base creature and also gains the following ones:
  • Slime (Ex): A creature struck by an abollar's tentacle must make a Fortitude save (DC = 10 + abollar's racial Hit Dice + abollar's Constitution modifier) or begin to transform over the next 1d4 rounds, as its skin becomes completely covered with a thin, clear mucous. An affected creature must keep its mucous-covered skin completely submerged in cool, fresh water or suffer 1d4 points of damage every round. Additionally, the mucous reduces the affected creature's natural armor bonus by 1 (but never to less than 0). A remove disease spell cast before or after the transformation is complete will restore an afflicted creature to normal.
Special Qualities: An abollar retains all the special qualities of the base creature, and also gains the following ones:
  • Amphibious.
  • Darkvision with a range of 60 feet.
  • Immunity to poison.
  • Acid resistance 5 and cold resistance 5.
  • Vulnerability to fire
If the base creature already has one or more of these special qualities, use the better value.

Saves: Same as the base creature.
Abilities: Increase from the base creature as follows: Strength +2, Constitution +2, Charisma +4.
Skills: An abollar gains skill points as an aberrations and has skill points equal to (2 + Intelligence modifier x (Hit Dice x 3). Do not include Hit Dice from class levels in this calculation - the abollar gains aberration skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature's list as class skills, and other skills as cross class.

Abollars have a +2 racial bonus on Listen and Spot checks. An abollar has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Feats: Same as the base creature.
Climate/Terrain: Same as the base creature.
Organization: Same as the base creature.
Challenge Rating: Same as the base creature +1 (minimum 2)
Treasure: Same as the base creature.
Alignment: Always evil (any).
Advancement: Same as the base creature.
Level Adjustment: Same as the base creature +2

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General Rules: Monsters - Wrath Giant (Template)

Wrath Giant (from Giant Lore)

A wrath giant is created when an event, perhaps major, perhaps minor, stirs the embers of rage in a giant's heart. Those embers spark a greater flame that then grows into a raging inferno. Eventually, the wrath giant can think of nothing but his anger. Every thought, every action, becomes tainted by his need to lash out.

Once a giant gives way to wrath, he loses all sense of proportion. The slightest provocation sends him into a towering rage. Insignificant impediments like a closed door or a knocked-over glass invoke blistering responses. On the best of days, the wrath giant can maintain his cool for a few minutes before exploding. One the worst, he flies into a homicidal frenzy because the sky is blue or the grass is green.

So long as nothing thwarts his will, the wrath giant can appear reasonably sane The only visual indications of his madness are the tell-tale ticks that cause his face and hands to tremble. As soon as something bothers the wrath giant, his visage twists into a mask of insane fury. He visibly trembles, veins bulge under his face and skin, and his eyes widen and press outward. Flecks of foam fall from his lips as he screams vile insults and horrendous curses.

Once a giant falls prey to wrath, he never fully recovers. At first he may experience brief periods of lucidity and control that may last for a few days or a week. They become less and less frequent over time; within a year the madness consumes the giant's heart, making him little more than an insane berserker.

Most giants accept those of their kind suffering from an excess of wrath. They bear the tirades and the abuse with unusual stoicism. Among good giants, this patience stems from a desire to help the sick individual and the understanding that they no longer control their own actions. Evil giants see their wrathful companions as useful weapons to be unleashed when the time is right.

"Wrath" is a template that can be added to any giant (hereinafter referred to as the "base creature"). It uses all the character's statistics and special abilities except as noted here.

Hit Dice: Increased to d10s.

Speed: Same as the base creature +10 feet.

Armor Class: The base creature's natural armor bonus increases by +2.

Attacks: The creature retains all of its attacks and gains 2 slam attacks at the base creature's full base attack bonus.

Damage: Same as the base creature plus the base damage of their slam attacks is 2d6 for Large giants, 2d8 for Huge giants, and 2d10 for Colossal giants unless the base creature's slam attack damage is higher.

Special Attacks: A wrath giant retains all the special abilities of the base creature and also becomes fearful, frenzied combatants, frightening lesser creatures with their mere presence and gaining the following:
  • Frightful Presence (Ex): The wrath giant's insane rage causes his visage to become a thing of horror. Any non-giant within 60 feet of the wrath giant when he rages must make a Will save (DC 10 + ½ the giant's Hit Dice + the giant's Charisma modifier). An opponent who succeeds at the saving throw is immune to that giant's frightful presence for one day. On a failure, creatures with 4 or fewer Hit Dice become panicked for 2d6 rounds and those with 5 or more Hit Dice become shaken for 4d6 rounds. This ability only affects those with fewer Hit Dice than the giant. The frightful presence is a fear-based, mind-affecting effect.
Special Qualities: A wrath giant retains all the special qualities of the base creature. It also gains the following ones:
  • Enchantment Vulnerability (Ex): A wrath giant has only the most limited control over his own mind. He has a -4 penalty to Will saves to resist any mind-affecting effect.

  • Fast Healing (Ex): A wrath giant heals 3 points of damage each round so long as he remains alive. Once reduced to a negative hit point total equal to his Constitution score, the giant dies. The giant does not have to roll to stabilize when reduced below 0 hit points. Fast healing does not allow the giant to regrow or reattach severed limbs.

  • Rage Synergy (Ex): A wrath giant may rage as a 1st-level barbarian once per day. If he already has the rage special ability, he may use his rage an additional time per day. In any case, his rages last a number of rounds equal to two times his new Constitution modifier.

Saves: Same as the base creature.

Abilities: Change from the base creature's as follows: Strength +4, Constitution +4, Wisdom -4, and Charisma +4.

Skills: Same as the base creature. A wrath giant may never take 10 with any skill.

Feats: Same as the base creature. A wrath giant gains Power Attack as a bonus feat if he does not already have it.

Climate/Terrain: Same as the base creature.

Organization: Same as the base creature, although there will only be one wrath giant in any given organization.

Challenge Rating: Same as the base creature +2.

Treasure: Same as the base creature.

Alignment: Same as the base creature on the good-evil axis, but a wrath giant is always chaotic.

Advancement: Same as the base creature.

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General Rules: Monsters - Lycanthrope: Wereweasel (Template)

Wereweasel (adapted from Twisted Lore)

Wereweasels are humanoids who can transform themselves into dire weasels. In its natural form, a wereweasel looks like a slender member of its race. They often have a cruel sense of humor and, though they love a good time, they tend to be overly aggressive in pursuit of their goals. In dire weasel form, a wereweasel resembles a powerful version of the normal animal, but on close inspection, its eyes (which often glow red in the dark) show a faint spark of unnatural intelligence.

A natural wereweasel (or an afflicted wereweasel that has become aware of its affliction) can assume a hybrid form that is a mix of its humanoid and animal forms. A hybrid has hands and can use weapons, but it can also attack with its teeth. A hybrid can spread lycanthropy with its bite, and it has the same damage reduction that its animal form possesses.

Lycanthropy can be spread like a disease. Sometimes a lycanthrope begins life as a normal humanoid or giant who subsequently contracts lycanthropy after being wounded by a lycanthrope. Such a creature is called an afflicted lycanthrope. Other lycanthropes are born as lycanthropes, and are known as natural lycanthropes.

Combat
A wereweasel in its humanoid form uses whatever tactics and weapons are favored by others of its kind, though it tends to be slightly more aggressive. A lycanthrope possesses the senses of its animal form, including scent and low-light vision, and it has a deep empathy for (and ability to communicate with) animals of its animal form. An afflicted lycanthrope damaged in combat may be overwhelmed by rage, causing it to change to its animal form involuntarily. Wereweasels are aggressive fighters. They generally pick out a target and pursue it until it is down. If attacking a party, they will first attack spellcasters or other that appear to have a weak constitution.

"Wereweasel" is a template that can be added to any humanoid creature, that creature referred to hereafter as the "character". The wereweasel takes on the characteristics of a dire weasel, referred to hereafter as the "animal". Creatures with this template use all of the base creature's statistics and special abilities, except as noted here:

Size and Type: The creature's type does not change, but the creature gains the shapechanger subtype. Many lycanthropes can adopt a hybrid shape that combines features of the character and the base animal. A lycanthrope's hybrid form is the same size as the animal form or the base form, whichever is larger.

Hit Dice: Same as the character plus those of the animal. To calculate total hit points, apply Constitution modifiers according to the score the lycanthrope has in each form.

Speed: As character or animal, depending on which form the lycanthrope is using.

Armor Class: As character or animal's natural armor +2, depending on which form the wereweasel is using.

Attacks: As character or animal, depending on which form the wereweasel is using.

Damage: As character or animal, depending on which form the wereweasel is using.

Special Attacks: As character or animal, depending on which form the wereweasel is using (plus curse of lycanthropy in animal form).
  • Lycanthropic Affinity (Su): Wereweasels can communicate and empathize with normal and dire weasels. This gives them a +4 bonus on checks made to influence the weasel's attitude and allows the wereweasel to communicate simple concepts and (if the animal is friendly) commands to the animal, such as "friend", "foe", "flee", or "attack".
  • Curse of Lycanthropy (Su): Any humanoid injured by a wereweasel but not actually killed has a chance to contract lycanthropy after the encounter is over. This chance equals 1% per point of damage dealt by the lycanthrope's natural attacks; if several lycanthropes of the same type injure the character, add the chances together. Damage from different types of lycanthropes must be tracked separately. A character killed by a lycanthrope and then raised or resurrected has a 100% chance of contracting lycanthropy.
Special Qualities: All wereweasels gain the following special qualities:
  • Alternate Form (Su): All wereweasels can shift into the form of a dire weasel and a dire weasel-humanoid hybrid. Changing to or from animal or hybrid form is a full-round action. In hybrid form, a wereweasel stands upright with sturdy legs and a broad chest. Its arms, while covered in fur, are humanoid in structure and able to grasp weapons and other objects as numbly as they can in humanoid form. Upon assuming natural form, the lycanthrope regains hit points as if having rested for a day. If slain, the lycanthropic creature reverts to its humanoid form, though it remains dead. A part of the body separated from the whole retains its natural form however. This shapeshifting ability can be difficult for some lycanthropes to control.
  • Damage Reduction (Su): A wereweasel's animal and hybrid forms gain damage reduction 15/silver.
  • Low-Light Vision (Ex): The wereweasel gains low-light vision in any form.
  • Scent (Ex): The wereweasel gains scent in any form.
  • Attach (Ex): A wereweasel in animal or hybrid form that hits with its bite attack latches onto the opponent's body with its powerful jaws. An attached wereweasel loses its Dexterity bonus to Armor Class. It can still attack with light weapons while attached.
  • Blood Drain (Ex): A wereweasel in animal or hybrid form drains blood for 2d4 points of temporary Constitution damage each round it remains attached.
Saves: Add the base saves for the animal to the base saves for the base creature.

Abilities: A wereweasel in humanoid form receives a +2 to Wisdom, due to its animal cunning. In animal or hybrid form, a wereweasel receives the following ability adjustments: Dexterity +6 and Wisdom +2.

Skills: All lycanthropes gain a +4 racial bonus to Listen and Spot checks no matter what form they are in. Wereweasels in animal or hybrid form gain the same skills as a normal dire weasel in addition to any skills they have in their humanoid forms. If a wereweasel has a skill in both its humanoid and animal forms, use the better score.

Feats: As the character plus Iron Will. Lycanthropes can also learn the Improved Shape Control feat. When in animal or hybrid form, a wereweasel gains the Multiattack, Toughness, and Weapon Finesse feats.

Climate/Terrain: As character or dire weasel.

Organization: Solitary or pair, sometimes family (2 - 40), pack (6 - 10), or troupe (family plus related animals).

Challenge Rating: By class level or base creature +3.

Treasure: Standard.

Alignment: Usually chaotic evil.

Advancement: By character class.

Lycanthropy As an Affliction
When a character contracts lycanthropy through a lycanthrope’s natural attacks (see above), no symptoms appear until the first night of the next full moon. On that night, the afflicted character involuntarily assumes animal form and forgets his or her own identity, temporarily becoming an NPC. The character remains in animal form, assuming the appropriate alignment, until the next dawn.

The character’s actions during this first episode are dictated by the alignment of its animal form. The character remembers nothing about the entire episode (or subsequent episodes) unless he succeeds on a DC 15 Wisdom check, in which case he becomes aware of his lycanthropic condition.

Thereafter, the character is subject to involuntary transformation under the full moon and whenever damaged in combat. He or she feels an overwhelming rage building up and must succeed on a Control Shape check (see below) to resist changing into animal form. Any player character not yet aware of his or her lycanthropic condition temporarily becomes an NPC during an involuntary change, and acts according to the alignment of his or her animal form.

A character with awareness of his condition retains his identity and does not lose control of his actions if he changes. However, each time he changes to his animal form, he must make a Will save (DC 15 + number of times he has been in animal form) or permanently assume the alignment of his animal form in all shapes.

Once a character becomes aware of his affliction, he can now voluntarily attempt to change to animal or hybrid form, using the appropriate Control Shape check DC. An attempt is a standard action and can be made each round. Any voluntary change to animal or hybrid form immediately and permanently changes the character’s alignment to that of the appropriate lycanthrope.

Changing Form
Changing form is a standard action. If the change is involuntary, the character performs the change on his next turn following the triggering event. An afflicted character who is not aware of his condition remains in animal form until the next dawn. An afflicted character who is aware of his or her condition (see above) can try to resume humanoid form following a change (voluntary or involuntary) with a Control Shape check, but if he fails his check, he remains in animal (or hybrid) form until the following dawn.

Curing Lycanthropy
An afflicted character who eats a sprig of belladonna (also called wolfsbane) within 1 hour of a lycanthrope’s attack can attempt a DC 20 Fortitude save to shake off the affliction. If a healer administers the herb, use the character’s save bonus or the healer’s Heal modifier, whichever is higher. The character gets only one chance, no matter how much belladonna is consumed. The belladonna must be reasonably fresh (picked within the last week).

However, fresh or not, belladonna is toxic. The character must succeed on a DC 13 Fortitude save or take 1d6 points of Strength damage. One minute later, the character must succeed on a second DC 13 save or take an additional 2d6 points of Strength damage.

A remove disease or heal spell cast by a cleric of 12th level or higher also cures the affliction, provided the character receives the spell within three days of the lycanthrope’s attack.

The only other way to remove the affliction is to cast remove curse or break enchantment on the character during one of the three days of the full moon. After receiving the spell, the character must succeed on a DC 20 Will save to break the curse (the caster knows if the spell works). If the save fails, the process must be repeated.

Characters undergoing this cure are often kept bound or confined in cages until the cure takes effect.

Only afflicted lycanthropes can be cured of lycanthropy.

Wereweasels as Characters
Becoming a wereweasel does not necessarily change a character’s favored class but usually changes alignment (see above). This alignment change may cause characters of certain classes to lose some of their class features.

Wereweasel characters possess the following racial traits:

  • Abilities: +2 Wisdom. In dire weasel or hybrid form the wereweasel character gains +6 Dexterity.

  • Size: Same as the base creature or the base animal form.

  • Racial Hit Dice: A wereweasel gains 3d8 racial hit dice. As a result of these hit dice, a wereweasel has +2 Base Attack Bonus, +3 base Fortitude save bonus, +3 base Reflex save bonus, and +1 base Will save bonus.

  • Racial Skills: A wereweasel adds skill points for its animal Hit Dice. It gains skill points equal to (2 + Intelligence modifier, minimum 1) x 6. The wereweasel's racial skills are Hide, Listen, Move Silently, and Spot. The wereweasel’s maximum skill ranks are equal to its animal form Hit Dice + its racial Hit Dice (if any) + its class levels + 3. Any racial skill adjustments of the wereweasel’s base race and its animal form (but not conditional adjustments) are added to its skill modifiers in any form.

  • Racial Feats: Wereweasels gain Multiattack, Toughness, Weapon Finesse, and Iron Will as bonus feats.

  • +2 natural armor bonus in any form.

  • Special Qualities: Alternate form (dire weasel or dire weasel-humanoid hybrid), weasel empathy, curse of lycanthropy (in animal or hybrid form only), attach, blood drain, low-light vision, and scent. In addition, a wereweasel gains damage reduction as follows:
    • Afflicted lycanthrope: Damage reduction 5/silver (in animal or hybrid form only).
    • Natural lycanthrope: Damage reduction 10/silver (in animal or hybrid form only).

  • Automatic Languages: As base creature.

  • Favored Class: Same as the base creature.

  • Level Adjustment: Same as the base creature +4 (afflicted) or +5 (natural).
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