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MONSTERS (Templates)
Celestial Creatures
"Celestial" is a template that can be added to any corporeal creature of nonevil alignment (referred to hereafter as the "base creature"). Beasts or animals with this template become magical beasts, but otherwise the creature type is unchanged.
A celestial creature uses all the base creature’s statistics and special abilities except as noted here.
Special Attacks: A celestial creature retains all the special attacks of the base creature and also gains the following.
Smite Evil (Su): Once per day the creature can make a normal attack to deal additional damage equal to its HD total (maximum of +20) against an evil foe.
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.
Acid, cold, and electricity resistance (see the table below).
Damage reduction (see the table below).
SR equal to double the creature’s HD (maximum 25).
Acid, Cold,Electricity
Hit Dice Resistance Damage Reduction
-------- ---------------------- ----------------
1-3 5 -
4-7 10 5/+1
8-11 15 5/+2
12+ 20 10/+3
If the base creature already has one or more of these special qualities, use the better value.
Base Saves: Same as the base creature
Abilities: Same as the base creature, but Intelligence is at least 3.
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:
Up to 3 HD, as base creature
4 HD to 7 HD, as base creature +1
8+ HD, as base creature +2
Treasure: Same as the base creature
Alignment: Always good (any)
Advancement: Same as the base creature
Fiendish Creatures
"Fiendish" is a template that can be added to any corporeal creature of nongood alignment (referred to hereafter as the "base creature"). Beasts or animals with this template become magical beasts, but otherwise the creature type is unchanged. A fiendish creature uses all the base creature’s statistics and special abilities except as noted here.
Special Attacks: A fiendish creature retains all the special attacks of the base creature and also gains the following.
Smite Good (Su): Once per day the creature can make a normal attack to deal additional damage equal to its HD total (maximum of +20) against a good foe.
Special Qualities: A fiendish creature retains all the special qualities of the base creature and also gains the following.
Darkvision with a range of 60 feet.
Cold and fire resistance (see the table below).
Damage reduction (see the table below).
SR equal to double the creature’s HD (maximum 25).
Cold, Fire
Hit Dice Resistance Damage Reduction
-------- ---------- ----------------
1-3 5 -
4-7 10 5/+1
8-11 15 5/+2
12+ 20 10/+3
If the base creature already has one or more of these special qualities, use the better value.
Base Saves: Same as the base creature
Abilities: Same as the base creature, but Intelligence is at least 3.
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:
Up to 3 HD, as base creature
4 HD to 7 HD, as base creature +1
8+ HD, as base creature +2
Treasure: Same as the base creature
Alignment: Always evil (any)
Advancement: Same as the base creature
Ghost
"Ghost" is a template that can be added to any aberration, animal, beast, dragon, giant, humanoid, magical beast, monstrous humanoid, or shapechanger. The creature (referred to hereafter as the "base creature") must have a Charisma score of at least 8. The creature’s type changes to "undead." It otherwise uses all the base creature’s statistics and special abilities except as noted here.
Hit Dice: Increase to d12.
Speed: Ghosts have a fly speed of 30 feet, unless the base creature has a higher fly speed, with perfect maneuverability.
AC: Natural armor is the same as the base creature but applies only to ethereal encounters. When the ghost manifests (see below) its natural armor value is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.
Attacks: The ghost retains all the attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures.
Damage: Against ethereal creatures, a ghost uses the base creature’s damage ratings. Against nonethereal creatures, the ghost usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests (see below).
Special Attacks: The ghost retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures. The ghost also gains a manifestation ability plus 1d3 other special attacks described below. Saves have a DC of 10 + 1/2 ghost’s HD + ghost’s Charisma modifier unless noted otherwise.
Manifestation (Su): All ghosts have this ability. As ethereal creatures, they cannot affect or be affected by anything in the material world. When they manifest, ghosts become visible but remain incorporeal. However, a manifested ghost can strike with its touch attack or a ghost touch weapon. A manifested ghost remains on the Ethereal Plane but can be attacked by opponents on both the Material and Ethereal planes. When a spellcasting ghost is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on material targets.
Corrupting Touch (Su): A ghost that hits a living target with its incorporeal attack deals 1d4 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against material opponents, it adds its Dexterity modifier to attack rolls only.
Frightful Moan (Su): The ghost can moan as a standard action. All living creatures within a 30-foot spread must succeed at a Will save or become panicked for 2d4 rounds. This is a sonic, necromantic, mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for one day.
Horrific Appearance (Su): Any living creature within 60 feet that views the ghost must succeed at a Fortitude save or immediately suffer 1d4 points of permanent Strength, 1d4 points of permanent Dexterity, and 1d4 points of permanent Constitution drain. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for one day.
Corrupting Gaze (Su): The ghost can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost’s gaze must succeed at a Fortitude save or suffer 2d10 points of damage and 1d4 points of permanent Charisma drain.
Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to magic jar as cast by a 10th-level sorcerer (or the ghost’s character level, whichever is higher), except that it does not require a receptacle. If the attack succeeds, the ghost’s body vanishes into the opponent’s body. The target can resist the attack with a successful Will save (DC 15 + ghost’s Charisma modifier). A creature that successfully saves is immune to that ghost’s malevolence for one day.
Telekinesis (Su): The ghost can use telekinesis once per round as a free action, as cast by a sorcerer whose level equals the ghost’s HD or 12, whichever is higher.
Special Qualities: A ghost has all the special qualities of the base creature and those listed below, and gains the undead type and incorporeal subtype.
Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are often only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s level or HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.
Turn Resistance (Ex): A ghost has +4 turn resistance.
Base Saves: Same as the base creature
Abilities: Same as the base creature, except that the ghost has no Constitution
score, and its Charisma score increases by +4.
Skills: Ghosts receive a +8 racial bonus to Hide, Listen, Search, and Spot
checks. Otherwise same as the base creature.
Feats: Same as the base creature
Climate/Terrain: Any land and underground
Organization: Solitary, gang (2-4), or mob (7-12)
Challenge Rating: Same as the base creature +2
Treasure: None
Alignment: Any
Advancement: Same as the base creature
Ghostly Equipment
When a ghost forms, all its equipment and carried items usually become ethereal along with it. In addition, the ghost retains 2d4 items that it particularly valued in life (provided they are not in another creature’s possession). The equipment works normally on the Ethereal Plane but passes harmlessly through material objects or creatures. A weapon of +1 or better enchantment, however, can harm material creatures when the ghost manifests, and enchanted weapons can harm the ghost.
The original material items remain behind, just as the ghost’s physical remains do. If another creature seizes the original, the ethereal copy fades away. This invariably angers the ghost, who stops at nothing to return the item to its original resting place.
Half-Celestial
"Half-celestial" is a template that can be added to any corporeal creature with an Intelligence score of 4 or more and nonevil alignment (referred to hereafter as the "base creature"). The creature’s type changes to "outsider." It uses all the base creature’s statistics and special abilities except as noted here.
Speed: There is a 75% chance that a half-celestial has feathered wings. The creature can fly at twice the base creature’s normal speed (good maneuverability).
AC: Natural armor improves by +1.
Special Attacks: A half-celestial retains all the special attacks of the base creature and also gains the supernatural ability to use light at will as the spell. Half-celestials with an Intelligence or Wisdom score of 8 or higher possess the following spell-like abilities, using their level as the caster level, as specified in the table below. Unless otherwise indicated, the ability is usable once per day.
Level Abilities
----- ---------
1-2 Protection from evil, 3/day, bless
3-4 Aid, detect evil
5-6 Cure serious wounds, neutralize poison
7-8 Holy smite, remove disease
9-10 Dispel evil
11-12 Holy word
13-14 Holy aura 3/day, hallow
15-16 Symbol
17-18 Summon monster IX (celestials only)
19+ Resurrection
Special Qualities: A half-celestial has all
the special qualities of the base creature, plus low-light vision.
Half-celestials are immune to acid, cold, disease, and electricity, and gain a
+4 racial bonus to Fortitude saves against poison.
Base Saves: Same as the base creature
Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +4,
Int +2, Wis +4, Cha +4.
Skills: A half-celestial has 8 skill points, plus its Intelligence modifier,
per Hit Die. Treat skills from the base creature’s list as class skills and
other skills as cross-class. If the creature has a class, it gains skills for
class levels normally.
Feats: Half-celestials have one feat for every four levels or the base
creature’s total of feats, whichever is greater.
Climate/Terrain: Same as either the base
creature or the celestial
Organization: Same as the base creature
Challenge Rating: Same as the base creature +1
Alignment: Always good (any)
Treasure: Same as the base creature
Advancement: Same as the base creature
Half-Dragon
"Half-dragon" is a template that can be added to any corporeal creature (referred to hereafter as the "base creature"). The creature’s type becomes "dragon." It uses all the base creature’s statistics and special abilities except as noted here.
Hit Dice: Increase by one die type, to a maximum of d12.
Speed: Half-dragons of Large or larger size have wings and can fly at their normal speed (average maneuverability). Smaller specimens have wings only if the base creature does.
AC: Natural armor improves by +4.
Damage: Half-dragons have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage, whichever is greater.
Bite Claw
Size Damage Damage
---- ------ ------
Fine 1 -
Diminutive 1d2 1
Tiny 1d3 1d2
Small 1d4 1d3
Medium-size 1d6 1d4
Large 1d8 1d6
Huge 2d6 2d8
Gargantuan 2d8 2d6
Colossal 4d6 2d8
Special Attacks: A half-dragon retains all the special attacks of the base creature and also gains a breath weapon based on the dragon variety, usable only once per day. Use all rules for dragon breath (see the Dragon entry) except as specified in the table below.
Dragon Variety Breath Weapon Damage (DC)
-------------- ------------- ------ ----
Black Line* of acid 6d4 (17)
Blue Line of lightning 6d8 (18)
Green Cone** of gas 6d6 (17)
Red Cone of fire 6d10 (19)
White Cone of cold 3d6 (16)
Brass Line of fire 3d6 (17)
Bronze Line of lightning 6d6 (18)
Copper Line of acid 6d4 (17)
Gold Cone of fire 6d10 (20)
Silver Cone of cold 6d8 (18)
*A line is always 5 ft. high, 5 ft. wide, and 60 ft. long.
**A cone is always 30 ft. long.
Special Qualities: A half-dragon has all the special qualities of the base creature, plus low-light vision and darkvision with a range of 60 feet. Half-dragons are immune to sleep and paralysis effects, and have additional immunities based on their dragon variety.
Dragon Variety Immunity
-------------- --------
Black Acid
Blue Electricity
Green Acid
Red Fire
White Cold
Brass Fire
Bronze Electricity
Copper Acid
Gold Fire
Silver Cold
Base Saves: Same as the base creature
Abilities: Increase from the base creature as follows: Str +8, Dex +0, Con +2,
Int +2, Wis +0, Cha +2.
Skills: A half-dragon has 6 skill points, plus its Intelligence modifier, per
Hit Die. Treat skills from the base creature’s list as class skills and other
skills as cross-class. If the creature has a class, it gains skills for class
levels normally.
Feats: Half-dragons have one feat for every four levels or the base creature’s
total of feats, whichever is greater. Half-dragons have access to, and usually
favor, the dragon feats.
Climate/Terrain: Same as either the base
creature or the dragon variety
Organization: Same as the base creature
Challenge Rating: Same as the base creature + 2
Treasure: Same as the base creature
Alignment: Same as the dragon variety
Advancement: Same as the base creature
Half-Fiend
"Half-fiend" is a template that can be added to any corporeal creature (referred to hereafter as the "base creature"). The creature’s type changes to "outsider." It uses all the base creature’s statistics and special abilities except as noted here.
Speed: There is a 50% chance that a half-fiend has bat wings. The creature can fly at the base creature’s normal speed (average maneuverability).
AC: Natural armor improves by +1.
Attacks: A half-fiend gains bite and claw attacks in addition to the base creature’s attacks., if it did not have them already.
Damage: If the base creature does not have bite and claw attacks, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage, whichever is greater.
Bite Claw
Size Damage Damage
---- ------ ------
Fine 1 -
Diminutive 1d2 1
Tiny 1d3 1d2
Small 1d4 1d3
Medium-size 1d6 1d4
Large 1d8 1d6
Huge 2d6 2d8
Gargantuan 2d8 2d6
Colossal 4d6 2d8
Special Attacks: A half-fiend retains all the special attacks of the base creature. Half-fiends with an Intelligence or Wisdom score of 8 or higher possess the following spell-like abilities, using their level as the caster level, as specified in the table below. Unless otherwise indicated, the ability is usable once per day.
Level Abilities
----- ---------
1-2 Darkness 3/day
3-4 Desecrate
5-6 Unholy blight
7-8 Poison 3/day
9-10 Contagion
11-12 Blasphemy
13-14 Unholy aura 3/day, unhallow
15-16 Horrid wilting
17-18 Summon monster IX (fiends only)
19+ Destruction
Special Qualities: A half-fiend has all the
special qualities of the base creature, plus darkvision with a range of 60
feet. Half-fiends are immune to poison, and have acid, cold, electricity, and
fire resistance 20.
Base Saves: Same as the base creature
Abilities: Increase from the base creature as follows: Str +4, Dex +4, Con +2,
Int +4, Wis +0, Cha +2.
Skills: A half-fiend has 8 skill points, plus its Intelligence modifier, per
Hit Die. Treat skills from the base creature’s list as class skills and other
skills as cross-class. If the creature has a class, it gains skills for class
levels normally.
Feats: Half-fiends have one feat for every four levels or the base creature’s
total of feats, whichever is greater.
Climate/Terrain: Same as either the base
creature or the fiend
Organization: Same as the base creature
Challenge Rating: Same as the base creature +2
Alignment: Always evil (any)
Treasure: Same as the base creature
Advancement: Same as the base creature
"Lich" is a template that can be added to any humanoid creature (referred to hereafter as the "character"), provided it can create the required phylactery (see The Lich’s Phylactery, below). The creature’s type changes to "undead." It uses all the character’s statistics and special abilities except as noted here.
Hit Dice: Increase to d12
Speed: Same as the character
AC: The lich has +5 natural armor or the character’s natural armor, whichever is better.
Damage: Creatures without natural weapons gain a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save with a DC of 10 + 1/2 lich’s HD + lich’s Charisma modifier reduces the damage by half. Creatures with natural attacks can use their natural weaponry or use the touch attack, as they prefer.
Special Attacks: A lich retains all the character’s special attacks and also gains those listed below. Saves have a DC of 10 + 1/2 lich’s HD + lich’s Charisma modifier unless noted otherwise.
Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed at a Will save or be affected as though by fear as cast by a sorcerer of the lich’s level.
Paralyzing Touch (Su): Any living creature the lich touches must succeed at a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive. This power works in conjunction with the lich’s damaging touch (see above).
Spells: The lich can cast any spells it could cast while alive.
Special Qualities: A lich retains all the
character’s special qualities and those listed below, and also gains the undead
type (see page 6).
Turn Resistance (Ex): A lich has +4 turn resistance (see page 10).
Damage Reduction (Su): A lich’s undead body is tough, giving the creature damage reduction 15/+1.
Immunities (Ex): Liches are immune to cold, electricity, polymorph, and mind-affecting attacks.
Base Saves: Same as the character
Abilities: A lich gains +2 to Intelligence, Wisdom, and Charisma, but being
undead, has no Constitution score.
Skills: Liches receive a +8 racial bonus to Hide, Listen, Move Silently,
Search, Sense Motive, and Spot checks. Otherwise same as the character.
Feats: Same as the character
Climate/Terrain: Any land and underground
Organization: Solitary or troupe (1 lich, plus 2-4 vampires_ and 5-8 vampire
spawn)
Challenge Rating: Same as the character + 2
Treasure: Standard coins; double goods; double items
Alignment: Any evil
Advancement: By character class
The Lich’s Phylactery
An integral part of becoming a lich is creating a magic phylactery in which to store its life force. Unless the phylactery is located and destroyed, the lich reappears 1d10 days after its apparent death.
Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be a sorcerer, wizard, or cleric of at least 11th level. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.
Lycanthrope
"Lycanthrope" is a template that can be added to any humanoid creature (referred to hereafter as the "character"). The creature’s type changes to "shapechanger." The lycanthrope takes on the characteristics of some type of carnivorous animal (referred to hereafter as the "animal"). This can be any predator between the size of a small dog and a large bear. The most common are listed in the table below. Some kinds of lycanthropes can also adopt a hybrid shape that combines features of the character and the animal.
A lycanthrope uses either the character’s or the animal’s statistics and special abilities in addition to those set out below.
Hit Dice: Same as the character or animal, whichever produces the higher hit point total. If the lycanthrope’s number of Hit Dice is important, as with a sleep spell, use the character’s or animal’s number of Hit Dice, whichever is greater.
Speed: Same as the character or animal, depending on which form the lycanthrope is using.
AC: The character’s or animal’s natural armor increases by +2, depending on which form the lycanthrope is using. (A wererat in hybrid form is an exception; see the entry below.)
Attacks: Same as the character or animal, depending on which form the lycanthrope is using. (A wererat in hybrid form is an exception; see the entry below.)
Damage: Same as the character or animal, depending on which form the lycanthrope is using.
Special Attacks: A lycanthrope retains all the special attacks of the character or animal, depending on which form it is using, and also gains those listed below.
Lycanthropic Empathy (Ex): Lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus to checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."
Curse of Lycanthropy (Su): Any humanoid hit by a lycanthrope’s bite attack in animal form must succeed at a Fortitude save (DC 15) or contract lycanthropy. A wererat can spread lycanthropy with its bite or by hitting with a piercing or slashing weapon. Bludgeoning or nonpenetrating attacks do not transmit the condition.
Special Qualities: A lycanthrope retains all the special qualities of the character or animal and also gains those listed below.
Alternate Form (Su): All lycanthropes can shift into animal form as though using the polymorph self spell (though their gear does not change). Wererats, weretigers, and werewolves also can assume a bipedal hybrid form with prehensile hands and animalistic features. Changing to or from animal or hybrid form is a standard action. Upon assuming either form, the lycanthrope regains hit points as if having rested for a day. A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retains their animal form, however. This shapeshifting ability can be difficult to control (see Lycanthropy as an Affliction, below).
Damage Reduction (Ex): A lycanthrope in animal or hybrid form gains damage reduction 15/silver.
Base Saves: The base saves are as for the character or animal, whichever is better. In addition, lycanthropes receive a +2 racial bonus to Fortitude and Will saves.
Abilities: For a lycanthrope in humanoid form, ability scores are unchanged. In animal or hybrid form, a lycanthrope’s ability scores improve by type, as set out in the table below.
Skills: Lycanthropes receive a +4 racial bonus to Search, Spot, and
Listen checks when in humanoid form. In animal or hybrid form, these bonuses
increase to +8. A lycanthrope in hybrid or animal form gains the same skills as
a normal animal of its form in addition to the character’s skills. If a
lycanthrope has a skill in both its humanoid and animal forms, use the better
score. Afflicted lycanthropes also can learn the Control Shape skill (see the
sidebar) as a class skill.
Feats: Same as the character. When in hybrid or animal form, the lycanthrope
gains any feats a normal animal of its form has. A natural lycanthrope has the
Improved Control Shape feat as a bonus feat (see below). Lycanthropes in hybrid
or animal form have additional feats as set out in the table below.
Climate/Terrain: Same as either the character or animal
Organization: Solitary or pair, sometimes family (2-4), pack (6-10), or troupe
(family plus related animals)
Challenge Rating: Same as animal +2, plus any class levels.
Treasure: Standard
Alignment: Any; see examples below
Advancement: By character class
Common Lycanthropes
Name Animal Form Ability Score Adjustments Feats
---- ----------- ------------------------- -----
Werebear Brown bear Str +16, Dex +2, Con +8 Blind-Fight, Multiattack,
Power Attack
Wereboar Boar Str +4, Con +6 Blind-Fight,
Improved Initiative
Wererat Dire rat Dex +6, Con +2 Multiattack (despite only one
natural weapon), Weapon Finesse (bite), Weapon Finesse (any)
Weretiger Tiger Str +12, Dex +4, Con +6 Blind-Fight, Multiattack,
Power Attack
Werewolf Wolf Str +2, Dex +4, Con +4 Blind-Fight, Improved
Initiative,Weapon Finesse (bite) Control Shape (Wis)
Any character who has contracted lycanthropy and is aware of his or her condition can learn Control Shape as a class skill. This determines whether the afflicted lycanthrope can voluntarily control his or her shape. Natural lycanthropes instead have the Improved Control Shape feat, which gives them full control over their shapeshifting abilities.
Check: The afflicted character must make a check at moonrise each night of the full moon to resist involuntarily assuming animal form. An injured character must also check for an involuntary change after accumulating enough damage to reduce his or her hit points by one-quarter and again after each additional one-quarter lost (save DC same as for full moon).
Task DC
---- --
Resist involuntary change 25
Return to humanoid form (full moon*) 25
Return to humanoid form (not full moon) 20
Voluntary change (full moon) 10
Voluntary change (not full moon) 15
*For game purposes, the full moon lasts three days every month.
Retry: Check for an involuntary change once each time a triggering event occurs.
On a failed check to return to humanoid form (see below), the character must remain in animal or hybrid form until the next dawn, when he or she automatically returns to humanoid form.
Special: An involuntary change to animal or hybrid form ruins the character’s armor and clothing if the new form is larger than the character’s natural form. Characters can hastily doff clothing while changing, but not armor. Magic armor survives the change if it succeeds at a Fortitude save (DC 15).
When returning to normal form after an involuntary change, the character attempts a Wisdom check (DC 15) to realize what has happened. If the check succeeds, the character becomes aware of the affliction and can now voluntarily attempt to change to animal or hybrid form, using the appropriate 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.
An afflicted character who is aware of his or her condition can also try to return to humanoid from after assuming animal or hybrid form, using the appropriate DC. Only one attempt is allowed, however, as described above.
Lycanthropy as an Affliction
When a character contracts lycanthropy through a lycanthrope’s attack (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 becomes a ravening beast, forgetting his or her own identity. The character remains in animal form, assuming the appropriate alignment, until dawn and remembers nothing about the incident.
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 at a Control Shape check to resist changing into animal form (see the sidebar).
Many lycanthropes are born, not made, and are sometimes called "natural lycanthropes" to distinguish them from those who have contracted lycanthropy ("afflicted lycanthropes").
Curing Lycanthropy
An afflicted character who eats a sprig of belladonna (also called wolfsbane) within an hour of a lycanthrope’s attack can attempt a Fortitude save (DC 20) to shake off the affliction. If a healer administers the herb, use the character’s save or the healer’s Heal check, 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 at a Fortitude save (DC 13) or take initial damage of 1d6 points of temporary Strength. One minute later, the character must succeed at a second save or take an additional 2d6 points of temporary Strength damage.
A remove disease or heal spell cast by a cleric of at least 12th level 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 at a Will save (DC 20) to break the curse (the caster knows if the spell works). Otherwise 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.
Werebear Wereboar Wererat
Medium-Size/Large
Shapechanger Medium-Size Shapechanger Medium-Size/Small Shapechanger
Hit Dice: 6d8+24
(51 hp) 3d8+9 (22 hp) 1d8+1 (5
hp)
Initiative: +0; +1
(Dex) as bear +0; +4 (Improved
Initiative) +0; +3 (Dex) as
rat
as
boar
Speed: 30 ft.; 30
ft. as bear 30 ft.; 40
ft. as boar 30
ft.; 40 ft., climb 20 ft. as rat
AC: 12 (+2
natural); 17 (-1 size, 12 (+2
natural); 18 (+8 natural) 12 (+2
natural); 16 (+3 Dex,+3
+1 Dex, +7
natural) as bear as boar natural)
as hybrid; 17 (+1 size, +3
Dex, +3 natural) as rat
Attacks: Unarmed strike +0 melee; Unarmed strike +0 melee; Unarmed strike +0 melee;
2 claws +11melee,
bite +9 melee gore +4 melee as
boar rapier +3
melee, bite +1 melee as
as bear hybrid;
bite +4 melee as rat
Damage: Unarmed
strike 1d3 Unarmed strike 1d3
subdual; Unarmed strike 1d3
subdual;
subdual; claw 1d8+8, bite 2d8+4 gore 1d8+3 rapier 1d6; bite 1d4
Face/Reach: 5 ft.
by 5 ft./5 ft; 5 ft. by 5
ft./5 ft; 5
ft. by 5 ft./5 ft.;
5 ft. by 5 ft./10
ft as bear 5 ft. by 5
ft./5 ft as boar 5
ft. by 5 ft./5 ft. as rat or hybrid
Special Attacks: Improved grab, Ferocity, curse of lycanthropy Curse
of lycanthropy as rat
curse of
lycanthropy as bear as boar or
hybrid
Special Qualities: Bear empathy; Boar
empathy; plus scent, damage Rat empathy;
plus scent, damage
plus scent, damage
reduction reduction 15/silver
as boar reduction
15/silver as rat or hybrid
15/silver as bear
Saves: Fort +11, Ref +6, Will +4 Fort +8, Ref +3, Will +3 Fort +5, Ref +5, Will +4
Abilities: Str 27,
Dex 13, Con 19, Str 15, Dex 11, Con
17, Str 10, Dex
17, Con 13,
Int 10, Wis 10,
Cha 10 as bear1 Int 10, Wis 10,
Cha 10 (as boar1) Int 10, Wis 10,
Cha 10 as rat or
hybrid1
Skills: Listen
+11, Search +8, Listen +15,
Search +8, Spot +12 Climb +14,
Hide +11 as rat or +7
Spot +14, Swim +14
as bear2 as boar2 as
hybrid, Listen +8. Move Silently
+6, Search +8, Spot +8 as rat or hybrid2,
Feats: Blind-Fight,
Multiattack, Blind-Fight, Improved Multiattack, Weapon
Finesse (bite),
Power Attack as bear3 Initiative as boar3 Weapon Finesse
(rapier) as hybrid3
Climate/Terrain: Any forest, hill, Temperate and warm forest Any
land and underground
mountains, and
underground
Organization:
Solitary, pair, family Solitary, pair, brood (2-4), Solitary, pair, pack (6-10), or
(2-4), or troupe
(2-4 plus 1-4 or troupe (2-4
plus 1-4 boars) troupe (2-5
plus 5-8 dire rats)
brown bears)
Challenge Rating:
5 3 2
Treasure: Standard Standard Standard
Alignment: Always
lawful good Always neutral Always
lawful evil
Advancement: By
character class By character class By character
class
Werebear
Improved Grab (Ex): To use this ability, the werebear must hit with a claw attack.
Wereboar
Ferocity (Ex): A wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Wererat
Alternate Form (Su): A wererat can assume a bipedal hybrid form or the form of a dire rat. The bipedal form is Medium-size with head, torso, and tail identical to those of a rat, although the limbs remain human. The rat form is 2 feet long from nose to rump and is preferred for travel and spying on potential victims.
Skills: A wererat in rat or hybrid form uses its Dexterity modifier for Climb checks.
Weretiger Werewolf
Medium-Size/Large
Shapechanger Medium-Size
Shapechanger
Hit Dice: 6d8+18
(45 hp) 2d8+4
(13 hp)
Initiative: +0; +2
(Dex) as tiger or hybrid +0;
+6 (+2 Dex, +4 Improved Initiative) as wolf
or hybrid
Speed : 30 ft.; 40 ft. as tiger or hybrid 30 ft.; 50 ft. as
wolf or hybrid
AC: 12 (+2 natural); 12 (+2 natural);
17 (+2 Dex, +5 natural) as
hybrid; 16 (+2 Dex,
+4 natural) as wolf or hybrid
16 (-1 size, +2 Dex, +5 natural)
as tiger
Attacks: Unarmed strike +0 melee; +8 Unarmed
strike +0 melee;
2 claws +10 melee,
bite melee as hybrid; bite
+3 melee as wolf or hybrid
2 claws +9 melee,
bite +7 melee as tiger
Damage: Unarmed
strike 1d3 subdual; Unarmed
strike 1d3 subdual;
claw 1d8+6; bite 2d6+3 bite
1d6+1
Face/Reach: 5 ft.
by 5 ft./5 ft; 5
ft. by 5 ft./5 ft;
5 ft. by 10 ft./5
ft. as tiger or hybrid 5
ft. by 5 ft./5 ft. as wolf or hybrid
Special Attacks: Pounce, improved grab, Trip, curse of lycanthropy
rake 1d8+3, curse
of lycanthropy as tiger or hybrid as
wolf or hybrid
Special Qualities: Tiger empathy; plus scent, damage Wolf empathy; plus scent, damage
reduction
15/silver as tiger or hybrid reduction
15/silver as wolf or hybrid
Saves: Fort +10, Ref +7, Will +4 Fort +7,
Ref +5, Will +2
Abilities: Str 23, Dex 15, Con 17, Str 13,
Dex 15, Con 15,
Int 10, Wis 10,
Cha 10 as tiger or hybrid1 Int
10, Wis 10, Cha 10 as wolf or hybrid1
Skills: Balance
+6, Hide +9 as hybrid or +5 as tiger, Hide
+3, Listen +14, Move Silently +4, Search +8,
Listen +10, Move
Silently +9, Search +8, Spot +10, Spot
+14, Wilderness Lore +0 as wolf or hybrid2
Swim +11 as tiger
or hybrid2
Feats:
Blind-Fight, Multiattack, Blind-Fight,
Improved Initiative,
Power Attack as
tiger or hybrid3 Weapon
Finesse (bite) as wolf or hybrid3
Climate/Terrain: Any forest, hill, mountains, Any forest, hill, mountains, and
plains
and plains
Organization:
Solitary or pair Solitary,
pair, pack (6-10), or troupe (2-5 plus
5-8 wolves)
Challenge Rating:
5 3
Treasure: Standard Standard
Alignment: Always neutral Always chaotic evil
Advancement: By character class By character class
(1)In human form, these lycanthropes have
the following ability scores: Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10.
(2)In human form, these lycanthropes have the skill Craft or Profession (any
one) +6, Knowledge (any one) +4.
(3)In human form, these lycanthropes have the feat Skill Focus (any Craft or
Profession) and Skill Focus (Knowledge).
Weretiger
Alternate Form (Su): A weretiger can assume a bipedal hybrid form or the form of a tiger. The bipedal form is about 7 feet tall, with a 3-foot tail, and covered by tiger-striped hide. The legs are more feline than human, and this form walks on its toes. The fingernails grow into claws. The head is a mixture of features: Ears, nose, muzzle, and teeth are tigerlike, but the eyes and overall shape are human. If the human form’s hair is long, it is still present. The animal form is that of a fully grown tiger without any trace of human features.
Pounce (Ex): If a weretiger in hybrid or tiger form leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex): To use this ability, the weretiger in hybrid or tiger form must hit with a claw or bite attack. If it gets a hold, it can rake.
Rake (Ex): A weretiger in hybrid or tiger form that gets a hold can make two rake attacks (+9 melee) with its hind legs for 1d8+3 damage each. If the weretiger pounces on an opponent, it can also rake.
Skills: In hybrid or tiger form, weretigers receive a +4 bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
Werewolf
Alternate Form (Su): A werewolf can assume a bipedal hybrid form or the form of a wolf. The bipedal form is about 6 feet tall, with a short tail, and covered in fur. The legs are like those of a wolf, and the head combines humanoid and lupine features in degrees that vary from one werewolf to the next. The animal form is that of a fully grown wolf without any trace of human features.
Trip (Ex): A werewolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf.
Skills: A werewolf in hybrid or wolf form gains a +4 racial bonus to Wilderness Lore checks when tracking by scent.
Vampire
"Vampire" is a template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the "base creature"). The creature’s type changes to "undead." It uses all the base creature’s statistics and special abilities except as noted here.
Hit Dice: Increase to d12.
Speed: Same as the base creature. If the base creature has a swim speed, the vampire retains the ability to swim and is not vulnerable to immersion in running water (see below).
AC: The base creature’s natural armor improves by +6.
Attacks: A vampire retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one.
Damage: Vampires have slam attacks. If the base creature does not have this attack form, use the damage values in the table below. Creatures with natural attacks retain their old damage ratings or use the values below, whichever is better.
Size Damage
---- ------
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium-size 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A vampire retains all the special attacks of the base creature and also gains those listed below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Charisma modifier unless noted otherwise.
Domination (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed at a Will save or fall instantly under the vampire’s influence as though by a dominate person spell cast by a 12th-level sorcerer. The ability has a range of 30 feet.
Energy Drain (Su): Living creatures hit by a vampire’s slam attack suffer 2 negative levels.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round the pin is maintained.
Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth a pack of 4d8 dire rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s death.
Special Qualities: A vampire retains all the special qualities of the base creature and those listed below, and also gains the undead type.
Damage Reduction (Su): A vampire’s undead body is tough, giving the creature damage reduction 15/+1.
Turn Resistance (Ex): A vampire has +4 turn resistance.
Resistance (Ex): A vampire has cold and electricity resistance 20.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will, as the spell cast by a 5th-level sorcerer, but can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.
Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph self spell cast by a 12th-level sorcerer, except that the vampire can assume only one of the forms listed here. It can remain in that form until it assumes another or until the next sunrise.
Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points or lower, a vampire automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, it rises to 1 hit point after 1 hour, then resumes healing at the rate of 5 hit points per round.
Base Saves: Same as the base creature
Abilities: Increase from the base creature as follows: Str +6, Dex +4, Int +2,
Wis +2, Cha +4. As undead creatures, vampires have no Constitution score.
Skills: Vampires receive a +8 racial bonus to Bluff, Hide, Listen, Move
Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base
creature.
Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative,
and Lightning Reflexes, assuming the base creature meets the prerequisites and
doesn’t already have these feats.
Climate/Terrain: Any land and underground
Organization: Solitary, pair, gang (2-5), or troop (1-2 plus 2-5 vampire spawn)
Challenge Rating: Same as the base creature +2
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: By character class
Vampire Weaknesses
Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented, holy symbol. These things don’t harm the vampire-they merely keep it at bay.
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship. They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.
Slaying a Vampire
Simply reducing a vampire’s hit points to 0 or below incapacitates but doesn’t destroy it. However, certain attacks can slay vampires.
Exposing any vampire to direct sunlight disorients it: It can take only partial actions and is destroyed utterly on the next round if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round.
Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).
Vampire Characters
Vampires are always chaotic evil, which causes characters of certain classes to lose their class abilities. In addition, certain classes suffer additional penalties.
Clerics: Clerics lose their ability to turn undead but gain the ability to rebuke undead. This ability does not affect the vampire’s controller or any other vampires that master controls. Vampire clerics have access to the Chaos, Destruction, Evil, and Trickery domains.
Sorcerers and Wizards: These characters retain their class abilities, but if a character has a familiar (other than a rat or bat), the link between them is broken, and the familiar shuns its former companion. The character can summon another familiar, but it must be a rat or bat.