Creature Templates

There are many templates that can be applied to creatures to represent something different in a creature below are some of these.

The Master Hunter Template
Master hunter creatures are exemplary specimens of their species, far more dangerous than others of their kind. These creatures are often older and more experienced than typical specimens, but sometimes they’re simply freaks of evolution.

In some cases, they have a distinguishing trait, such as an unusual color or larger-than-normal ears. What unites all master hunter creatures is the drive and skill to seek out and bring down prey of a much higher caliber. A single predator of this type can terrorize a community, and it might take specialized big-game hunters to capture or kill it.

Creating a Master Hunter Creature
“Master Hunter” is a template that can be added to any predator (referred to hereafter as the “base creature”). A master hunter creature uses all the statistics and special abilities of the base creature except as noted below.

Abilities: The master hunter has +4 Con and +4 Wis.
Attack: Double the number of damage dice for bite and claw attacks. Other forms of attack are unchanged.
Special Qualities: The master hunter gains the special qualities detailed below.

  • Scent: The master hunter gains the scent ability.
  • Uncanny Dodge: The master hunter cannot be flanked. This defense denies bounty hunters the ability to use flank attacks to sneak attack.
  • Unerring Track: The master hunter gains a +8 species bonus to all Survival checks to track with either scent or the Track feat.

Skills: The master hunter gains a +4 species bonus to all Spot checks.
Feats: The master hunter gains the Track feat if it didn’t already have it. It also gains Dodge, Mobility, Spring Attack, and Improved Critical with its primary attack, even if it doesn’t qualify for these feats.

The Sithspawned Template
Through Sith alchemical experimentation, this creature has become a dark shadow of its former self. Sometimes, the base stock from which a Sithspawned creation comes from is discernable, but often it is not. Sithspawned creatures are very rare after the Battle of Russan. More often than not, the extremely painful process leaves its subjects sterile – a good thing, considering how dangerous Sithspawn can be.

Creating a Sithspawned Creature
“Sithspawned” is a template that can be added to any creature (referred to here after as the “base creature”). A Sithspawned creature uses all the statistics and special abilities of the base creature except as noted below:

Special Qualities: Sithspawned creatures are the stuff of nightmares. They gain the Terrifying Presence ability. Additionally, for every three levels the base creature has, choose one ability from the Sithspawned Creature Special Quality Table or roll randomly.

  • Terrifying Presence: When the creature first attacks, it can make an Intimidate check as a free action. The DC for this check is 15 + the opponent’s level. If the check is successful, the opponent must make a Will save (DC 15). If the opponent fails this Will save, he can only take a move action or attack action on his next turn. If the opponent fails the save by 10 or more, he is cowering (loses Dexterity bonus to Defense, can take no combat or movement actions, opponents get +2 to hit). The opponent continues to cower until he succeeds at a Will save (DC 10), which he can attempt once per round as a free action. A creature can make only one Intimidate check in a given encounter. This is an area effect.
Sithspawned Creature Special Qualities
Roll Special Quality
01-06 +2 Strength
07-12 +2 Dexterity
13-18 +2 Constitution
19-22 +4 Strength, -2 Intelligence*, -2 Wisdom*
23-26 +4 Dexterity, -2 Intelligence*, -2 Wisdom*
27-30 +4 Constitution, -2 Intelligence*, -2 Wisdom*
31-35 Acid Breath Weapon: 20-meter-long, 2-meter-wide line of acid that deals 1d6/level points of acid damage; Reflex save (DC 10 +1/2 creature’s level + creature’s Constitution modifier) for half damage
36-40 Lightning Breath Weapon: 20-meter-long, 2-meter-wide line of acid that deals 1d6/level points of electricity damage; Reflex save (DC 10 +1/2 creature’s level + creature’s Constitution modifier) for half damage
41-45 Fire Breath Weapon: Cone of fire 10-meter-long and 10-meter-wide that deals 1d6/level points of fire damage; Reflex save (DC 10 +1/2 creature’s level + creature’s Constitution modifier) for half damage
46-50 Darkvision (20 meters)
51-56 Extra Arms: Two additional (secondary) claw attacks
57-62 Extra Head: One additional (secondary) bite attack, and a +2 bonus on Listen, Search, and Spot checks
63-68 Extra Legs: +4 stability bonus against Trip attacks and Bantha Rush attacks
69-75 Thickened Hide: Increase natural armor bonus by +4
76-81 Tentacles: Two additional (secondary) slam attacks; tentacles can Constrict on a successful grapple check, dealing automatic slam damage each round the grapple is maintained
82-87 Venomus: Primary natural weapon gains Poison (intial and secondary damage 1d6 Con); Fortitude save (DC 10 + creatures level + creature’s Constistution modifier) negates
88-92 Wings: Creature gains a fly speed equal to its land speed (average maneuverability)
93-96 Spiked Tail: One additional (secondary) slam attack that deals normal damage plus 1.5 times the creature’s Strength modifier
97-00 Maddened: +3 Morale bonus on initiative checks, double the normal vitality points, +4 morale bonus on attack rolls and Will saves, and a -4 penalty on all skill checks
*This modifier cannot reduce an ability score below 1

Fortitude Save: The transformation process gives a Sithspawned creature a higher pain threshold. A Sithspawned creature gains a +2 bonus on Fortitude saves.
Will Save: Sithspawned creatures are servants of their dark masters, and they lack the base creature’s strength of will. A Sithspawned creature takes a -2 penalty on Will saves.
Dark Side Points: The Sith Alchemical process steeps its subject in the dark side. Replace the base creature’s Dark Side Point total with a number of Dark Side Points equal to one-half the creature’s Wisdom score (rounded down).
Skills: Due to their frightful appearance, Sithspawned creatures gain a +4 species bonus on Intimidate checks.
Challenge Rating: Increase the Challenge Rating of the creature by 2.

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