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Rite Publishing Presents:

101 Not So Simple


Monster Templates
Our Monsters are Different (Original Designer, Layout, and Publisher):
Steven D. Russell
Our Giants are Bigger (Additional Design, Layout, Development, and Conversion):
Patryk Adamski
Our Banshees are Louder (Editor): David Paul
Our Ghouls are Creepier (Cover Artists):
Eva Marie Toker, Ian Greenlee, Juan Diego Dianderas
Our Ogres are Hungrier (Interior Artwork): Julia Metzger, Dallas Williams, Rick Hershey,
Eva Marie Toker, Taregh D. Saber, Esmerra, Devin Night, Fadly Romdhani,
Lee Anthony Moten, Tarakanovich, “Raphael041”, Henry Toogood, Viktor Vasnetsov,
Juan Diego Dianderas, John Wigley, Joe Calkins, Felipe Gaona, Evgeny Averin, Jennifer Bone,
Ian Greenlee, Johnny Morrow, Kamil Jadczak, Delphine,

Dedication: To Owen K.C. Stephens


—for his guidance through dark and troubled waters.

Special Thanks to Rob Heinsoo, Simon Rogers,


Will McCardell, Ben McFarland, Bill Collins, and Michael Tumey.

Compatibility with the 13th Age Roleplaying Game requires the 13th Age Roleplaying Game from Fire Opal Media Inc. and Pelgrane Press Ltd. See
13thAge.com for more information on the 13th Age Roleplaying Game. Fire Opal Media does not guarantee compatibility, and does not endorse this
product.

101 Not So Simple Monster Tempaltes © 2011 Steven D. Russell, Open Gaming License Copyright © 2007
Wizards of the Coast. All rights reserved, 13th Age is a registered trademark of Fire Opal Media Inc., and the 13th Age Roleplaying Game and the
13th Age Roleplaying Game Compatibility Logo are trademarks of Fire Opal Media Inc. under exclusive license to Pelgrane Press Ltd., and are used
under the 13th Age Roleplaying Game Compatibility License. See 13thAge.com for more information on the compatibility license.Some rights
reserved. Some artwork is licensed under a Creative Commons Attribution-No Derivative Works 3.0 License. http://creativecommons.org/licenses/by-
nd/3.0/ Some artwork is licensed under a Creative Commons Attribution 3.0 License. http://creativecommons.org/licenses/by/3.0/
Introduction
The 13th Age Roleplaying Game is a fast-paced version
of d20 system. Therefore, all templates are built in
such a way as to be applied on the fly after a single
reading.
Secondly, The 13th Age Roleplaying Game
emphasizes the rule that every lock must come with a
key – the templates that would require use of magic to
overcome their effects, have been altered so that
every situation should be resolvable using guts, skill
and ingenuity.
Thirdly, spell references and certain effects have
been replaced with open-ended descriptions to
encourage interpretation and creative use. In other
words, let your imagination go wild. For example, you
may be required to improvise using ritual magic to
throw effects of a terrifying magical disease – the
players need to come up with props, and it is up to
GM to adjudicate the result (see The 13th Age
Roleplaying Game core book, RITUALS section).
Finally, have fun. templates on the same creature, you may end up
with a creature of which “lvl adj.” exceeds its
actual capability. Therefore please take care
while stacking templates.

Reading Stats <Melee Attack>


Melee Attack vs. AC/PD/MD (number of creatures
affected)—Damage and/or effect.
As the vanilla version of The 13th Age Roleplaying
Game does not come with templates, and because Note that there is no attack bonus nor damage
some of d20 rules are not easily translatable into listed above. Use attack bonus and damage
concepts agreeable with Archmage Engine, here is a parameters from the basic creature or, if you
deem it good enough, from The 13th Age
short primer on how to read and make templates.
Note that at least one convention is not present in Roleplaying Game corebook, DIY MONSTERS.
vanilla version of the rules, and that some uses of “AC/PD/MD” – pick one.
statblock parts may differ from books you've already “(number of creatures affected)” - this is optional.
read. If not present, assume a single creature as a
target.
<Template Stablock Opening>
<Close Quarters Attack>
Template Name Creature (lvl C: Close Quarters Attack That Does Not Provoke
an Attack of Opportunity vs. AC/PD/MD
adj.) (number of creatures affected)—Damage and/or
A sentence or two of descriptive text to convey the basic effect.
idea behind the template.
“C:” - prefix denoting this type of attack. Cannot be
used to make an attack of opportunity. On the
Note: “lvl adj.” refers to how the template creature
other hand, it is a ranged attack, and quite often
compares to its basic version. Use adjusted level
hitting multiple targets.
for calculating creature power while building
encounters. All level-dependent creature
<Ranged Attack>
statistics (like attack and hit points) are still the
R: Ranged Attack That Does Provoke an Attack of
same as per basic creature.
Opportunity vs. AC/PD/MD (number of
Note #2: This means that if you use two different
creatures affected)—Damage and/or effect.

-1-
“R:” - prefix denoting this type of attack. Cannot be
used to make an attack of opportunity. On the
other hand, it is a ranged attack, and quite often
hitting multiple targets.

<Special Ability>
Special Ability Name: Special ability description.

Special Abilities include but are not limited to


resistances, immunities, adjustments to
numerical values, particular non-combat powers
and about anything that is not an attack.

<Special Ability with Special Trigger>


Special Ability Name: Special ability description that
grants an attack under specific circumstances.
[Special trigger] <Attack>

Some Special Abilities details specific circumstances


that lead to triggering “[Special trigger]” attacks.
Replace <Attack> with any melee, close quarters
or ranged attack.

<Special Ability with Attack Enhancement>


Special Ability Name: Special ability description that
grants an attack enhancement under specific
circumstances. Healthy status “bars” look like this:
Condition: Damage and/or effect. 150% - 101%: healthy,
100% - 51%: grazed – 1st template activates.
Condition is the prerequisite for the damage or 50% - 0%: staggered – 2nd template activates.
effect to take place. For example: “On Natural An example would be Iron Forgeman, a large iron
11+” or “During Full Moon, When Pixies Dance golem that works in death metal temple, smelting ore
and Beer Mug Throw Scores Natural Even”. and pound iron into submission with great fists. The
first template to apply would be Divine Furnace
<Offensive Effect> Creature, and the second, Lavawight Creature. And
Dangerous Effect Name! Dangerous effect the combat would start with fighting an enormous
description, that also includes how to avoid or iron golem, then the golem insides would boil over,
remove. and then its unholy animating spirit would emerge.

This is a special offensive effect does bad thing to


this creature's opponents. It is similar to When Falling Ill...
standard effects (or d20 conditions). The Apply in stages. For example, your character's best
description should also include instructions how buddy drink something unwholesome. They became
to remove it, as Archmage Engine magic system ill (Ill Creature). And then, when the illness
is not meant to solve every ailment PCs are progressed, they sprouted tentacles and ate their
going to suffer from. nurse (Eldritch Tentacles Creature). Now you're
looking for them in dark sewer, hoping the things
won't get worse.

Fun Stuff Unusual Wandering Monsters


All templates are meant to be applied on the fly. So
roll on a wandering monster table and roll up a
Big End Boss Fight with Twists random template.
This trick comes handy when a party encounters a
Build or pick a boss monster as normal (probably 3 to group of several identical monsters – with a template
four levels above characters). Decrease its damage by or two, you can easily make them unique.
1/3. Multiply hitpoints by one and a half – so the

-2-
Scaling Down Monsters
Sometimes you just want to add to your game a being
that clearly would spell doom for your party. Look for
templates with negative level adjustments to give
your players a scare of a lifetime. Cowardly Dragons
and Broken Constructs, anyone?
You can also salvage encounters that are in danger
of degenerating into Total Party Kills (or worse, super
easy wins) by sudden downsizing of the strongest
pawn on the table.

101 Templates
Accelerated Creature (lvl +1)
The power of speed and alacrity infuse the very nature of
this creature. Adaptable Goblin
Double Tap: On first natural attack roll 11+ each turn,
the creature uses the same attack as a free action,
and takes a free move action, with +4 to disengage Afflicted Creature
roll if necessary.
This creature is the victim of some horrible curse, disease,
Fast Reactions: Gain +8 to initiative and +1 to all
or poison that has left the creature as a shattered husk of
defenses.
its former self.
Afflicted: This creature role changes to mook (1/5 of
Adaptable Creature (lvl +1) original hitpoints, deals 2/3 of original damage). If
it's already a mook, it gains Weakened condition
The ultimate in magical evolution, these creatures can
and its level is reduced by one.
adapt to eventually overcome nearly any environment or
threat.
Acquired Immunity: As an immediate action and after Anathema Creature
being hit, this creature becomes immune to further
This creature has the ability to curse any creature it
attacks of the same kind made by the same
touches or that touches it.
opponent. There is no limit to the number of
Cursing Touch, melee attack vs. PD—Target
immunities learnt this way, however these
creature becomes Confused (save ends on 16+).
immunities disappear 24 hours after engagement.
Natural 16+, the target is cursed in unique way
Immunities and Resistances: Any immunity or resistance
that requires perseverance, quest or intervention
works only once against attacks of this creature.
of higher power to overcome. Sample curses
This creature is immune to all harmful
include: aversion to sunlight, fear of open spaces,
environmental effects. This creature gains 16+
fear of heights, fear of closed spaces, compulsive
resistance to a single mundane and magical energy
lying, fear when facing particular (common)
type.
opponent type.

Adhesive Creature Apex Predator


This creature is the embodiment of glue, sap, gum and
This creature is the most formidable hunter in a group.
resin.
Superior Threat: This creature becomes double strength
Sticky: All disengage checks against the creature are
creature (double strike damage and hitpoints).
made at -4. Melee attacks against creature bestow
Additionally it gains Fear threshold as per its level.
Stuck condition on limbs and items striking the
Miss: Unless already present, this creature deals
creature. The creature disengages normally. Stuck
(level) damage on a miss.
creatures may use solvents to attempt to disengage.
On natural odd hit with melee attack, bestow Stuck
condition on target.

-3-
Ashen Remains Creature (lvl +1)
This undead creature is the animated ashes after a
cremation.
Engulf, Choke and Burn vs. PD—Upon successful
attack this creature engulfs target opponent,
choking and burning them. The target takes level
times d6 damage per round, half of which is fire,
and half of which is the result of smothering.
Undead: This creature type changes to [Undead].
Flight: This creature movement type changes to flight.
Burning Ash Form: This creature is immune to physical
damage, takes d6 per attacker level damage from
liquids and wind-like attacks, and fire damage
heals it instead.

Banshee Creature (lvl +1)


This undead creature is the enraged spirit of a female who
either betrayed those she loved or was herself betrayed.
Undead: This creature type changes to [Undead].
Ghostly: Basnhee creature becomes incorporeal losing
all physical modes of attack. This creature has
resist damage 16+ to all damage (even holy
damage) except force damage, which damages it
normally. This creature can move through solid
objects, but it can't end its movement inside them.
Flight: This creature movement type changes to flight. Banshee Serpentfolk
Fear Aura: This creature gains Fear threshold as per its
level. level number of rounds, or dazed for one round on
Hear Heartbeat: All stealth attempts by living creatures a miss.
against nearby banshee are one category harder
(normal becomes hard, hard becomes ridiculously
hard). Blind Seer Creature (lvl +1)
C: Wail vs. PD—Once per minute, this creature may This being is an oracle of the future and the supernatural.
wail. All affected nearby creatures take 5 points of Commune with the World vs. MD—Five times per
damage per banshee's level. day this creature may ask a simple question. The
Miss: The target creature is hampered for one target of the question, be it sentient being, animal,
round. plant or item, shares its knowledge on a hit (non-
sentient and not warded targets are hit
Beyondling Creature (lvl +1) automatically) via concise reply or, if the target is
unable to speak, a short vision. On a miss no
This creature has been corrupted by the powers of the knowledge is shared, or, in case of sentient targets,
planer maelstrom and the great beyond. false information may be provided.
Touch of Dissolution (apply to all attacks): Truesight: This creature sees through all sight
Natural 11+: this creatures deals 5 (Champion tier: obscuring natural and magical effects making any
10, Epic tier: 20) points of acid damage. notice checks at Normal difficulty.
Reflexive Dissolution: On first hit taken each round deal Request Patron's Assistance: Once per month, this
5 (Champion tier: 10, Epic tier: 20) acid damage to creature may beseech their patron icon for
each engaged opponent. assistance. The assistance takes a form appropriate
Abhorrent Existence: This creature's nature has been so for the patron, and should be treated as a separate
radically changed that it gains resistance to all encounter of one level higher than party's
attacks on 16+ and it is immune to critical hits. composed of the number of creatures equal to
Repugnant Mind: This creature's mind is repulsive in its party numbers.
alien nature. Any ability targeting its MD or Forewarned: Each round first attack against the oracle
attempt to make any kind of mental contact becomes automatically a miss (and the damage on
invokes automatic counter attack vs. MD with the a miss, if any, is reduced to zero) unless the
effect of being stunned on a hit for this creature's attacker rolls 16+.

-4-
Blinded Creature (lvl -2)
This creature was born blind or some affliction has
caused it to become blind.
Blind as a Bat: This creature automatically fails any
sight-based notice checks. All other notice checks
are reduced by one category to a minimum of
Normal. Additionally, this creature moves at half
speed (unless it prefers to risk falling prone*) and
takes -4 penalty to attacks, AC and PD.
* Prone creature takes -4 to AC and PD, and gets +4
to AC and PD against ranged attacks from Far
range.

Bloodshackle Creature (lvl +1)


This creature can gain utter control over a creature via a
special ceremony involving the creature's blood.
Blood Domination: This process involves an hour long
ceremony, in which the victim must be helpless.
First, the bloodshackle creature cuts the victim and
allows a small amount of blood to drop onto her
(usually into the creature’s palm, paw, tentacle, or
pseudopod). It then proceeds with a ceremony of
uninterrupted meditation nearby the helpless
victim, creating a magical bond between itself and
the target. From now on, bloodshackle creature
may, at will, issue telepathic orders or borrow
senses within 25 miles. The victim enacts these
orders to the best of their ability.
Breaking the Blood Domination: The bond may be
broken in several ways: through sheer will the
victim is allowed to resist orders that are obviously
self-destructive or force the victim to act against Bloodshackle Satyr
their strongest convictions, friends or kin; by use of
a ritual magic targeted specifically to undo effects
Should the limit be exceeded, feel free to place
of Blood Domination, act of will by the dominator,
bloodshackle in deep trance, go insane, become
death of the controller or intervention of an icon.
catatonic or suffer from debilitating headaches that
The victim is granted four hard saves (16+) made
make the control slip.
over the course of the attempt to break free, and
must succeed at one to throw the control for one
day, and two to break it for good (obviously, the Using The Template
death of the controller requires no saves).
A bloodshackle creature is not designed to be used
In each case when their control is contested and as
against PCs, it is designed to create a The Puppet
long as they are aware of the contest, the
Masters or Invasion of The Body Snatchers type of
bloodshackle creature may attempt to re-establish
encounter where the PCs start seeing the results of a
control for a round by making a successful attack
bloodshackle creature taking over a community, and
vs. MD of the victim and force it to perform a
being forced to fight innocent victims, allies, enemies,
single action. This particular action cannot be
etc. It’s not about fighting the bloodshackle creature,
resisted.
it’s about fighting all the creatures it controls.
The Blood Noise: Controlling too many subjects causes
the bloodshackle creature severe discomfort due to
constant buzz of incoming bits and pieces of Broken Construct Creature (lvl -
thoughts. Therefore bloodshackle creatures of
adventurer tier control only a handful, while 2)
Champion tiers take over most important
This construct has been severely damaged or has
individuals in an organization, and only the Epic
degraded over time, even if repaired there is still
tier controllers can take over small societies.
something fundamentally wrong with it. A broken

-5-
construct has no rebuild rules.
Unreliable: This creature comically (or dramatically)
fails each action, unless it rolls natural 11+.
Falling Apart: Pieces of the creature fall off each time
it receives damage. Each successful attack against it
is an automatic critical.

Burned Out Creature (lvl -1)


This creature suffers from chronically incurable fatigue.
This template can only be applied to creatures that
require sleep and are not immune to sleep, fatigue or
exhaustion.
Fatigued: This creature is Hampered, moves at half-
speed and fails any action unless natural 6+ is
rolled.
Sleep Vulnerability: Defenses against effects inducing
sleep are lowered by 4. If falls asleep, it cannot be
roused for two hours.

Carcass Creature
These undead creatures are the animated remains of a
bloated, liquefied corpse. A carcass creature’s rebuild
rules are the same as its quick rules.
Undead Ooze: This creature type changes to [Undead,
Ooze]. Lose all attacks – gain Engulfing Hug
instead.
Engulfing Hug vs. PD-5 (champion: 10, epic: 20)
damage plus chance to Paralyze and contract Blood Charming Fairy Dragon
Rot.
Natural 11+: Paralyzed! The target is Helpless for
one round. Collapsing Creature
Natural 16+: The target contracts Bloated Rot.
This creature can cause instability in the earth. This
Flows where it likes: The ooze is immune to
template can only be applied to creatures that are not
opportunity attacks.
related to elemental air.
Ooze: The ooze is immune to effects. When an attack
Collapse Ground vs. PD—Once per day this creature
applies a condition to an ooze (dazed, hampered,
can create a conical sinkhole with radius and depth
weakened, ongoing damage, etc.), that condition
of 10 feet per level. On a hit, creatures within the
doesn’t affect it.
area of the sinkhole fall prone and are buried in
Bloated Rot: Terrifying magic disease. Requires
rubble (apply Normal impromptu damage for
treatment via ritual healing magic (hard check).
multiple targets, digging themselves out is a
Until cured, divide all recovery effects by two, and
Normal difficulty task). If there are any structures
reduce victims total number of recoveries by one
within the area of the sinkhole, they also collapse
each day. The victim dies whenever the number of
(increase damage and digging out difficulty to
the recoveries reaches zero (affected creatures do
Hard). Using this ability underground is downright
not need to spend recoveries to heal from
dangerous (difficulty goes up to Ridiculously Hard,
Staggered condition, and they can still recover
and the user of the ability is also affected. Finally,
them with long rest) and immediately turns into
all buried creatures risk suffocation (subject to
Carcass Creature.
GM's adjudication).
Miss: Take half damage and move to the edge of
Charming Creature the sinkhole as an immediate action.
Some creatures are able to convince people that they are
their best friend in the world. Combat Clairvoyant Creature
Enthrall Creature vs. MD—As per Bard's Charm
Some creatures can see the next move in a fight and act
Person spell. May charm only a single creature at
accordingly.
any time.
Precognitive Advantage: This creature's initiative is

-6-
increased by 8.
Precognitive Sidestep: As an immediate action this
creature sidesteps first successful attack each round
(taking no miss damage). The sidestep attempt fails
the attacker rolled natural 16+.
Never Surprised: This creature always acts in surprise
round or when ambushed.
Exploit Weakness: This creatures either knows weak
spot of their opponent, or happens to possess an
item that will allow it negate opponent's resistance
(or immunity), or at the very least knows
immediately if they are over matched and should
run.

Constructed Creature
Some constructs are little more than the essence of the
martial type used and that of its final form. This template
can only be added to non-construct corporeal creatures.
Construct: Change creature type to [Construct].
Tough but Clumsy: +3 AC, -3 attack.
Golem Immunity: This creature's immune to effects.
They can’t be dazed, weakened, confused, made
vulnerable, or touched by ongoing damage. You
can damage them, but that’s about it.

Cowardly Creature (lvl -1)


This creature is easily spooked and more often than not
runs away rather than staying to fight.
Cowardly: This creature always attempts to avoid
combat, remaining passive when challenged,
withdrawing from any confrontation and running Crypt Thing Human Fighter
away at the first sign of hostility. If they cannot
disengage, they will fight under Dazed condition. C: Teleporting Burst vs. MD—Once per day this
creature may scatter all nearby creatures
teleporting them to randomly determined locations.
Cunning Creature (lvl +1) An affected creature is teleported in a random
This being is exceedingly sly for one of its kind. The base direction (roll 1d8, with 1 indicating north and the
creature must be intelligent. other numbers indicating compass directions going
Skilled Tactician: +6 AC. Add terrain feature (a trap, clockwise) and a random distance (1d10 × 100
patch of difficult terrain, environmental hazard or feet) away from the ability user; determine each
a natural condition favoring this creature), and let creature’s direction randomly. A teleported
the creature use it to their advantage. creature arrives in the closest open space to the
Learn Weakness vs. MD—This creature learns, determined destination, but must appear on a solid
discovers or divines a fact about their opponent surface capable of supporting its weight. If there is
that can be used to creature's advantage. If the no appropriate destination in that direction, the
opponent's weakness is not easily defined, apply creature does not teleport at all.
Weakened condition whenever fighting cunning R: Dimension Door: Three times per day, this creature
creature. can teleport to a far away location it can see.
Undead: Change creature's type to [Undead].
Fear Aura: This creature has fear aura as per its level.
Crypt Thing Creature (lvl +1)
These undead creatures are undead creatures found
guarding tombs, graves, and crypts. Necromancers and
Darkwalker
other spellcasters create them to guard such areas, and This creature cannot stand the light of the sun.
the crypt things never leave their appointed lairs, even to Dark-Adapted Sight: Can see through any kind of
pursue enemies. darkness up to far range (or 60').
Sunlight Powerlessness: If the creature is in sunlight

-7-
(but not in an area of daylight or similar spells), it
cannot attack and is Weakened.

Deafened Creature
This creature has grown accustomed to the drawbacks
and advantages of being deaf.
Deafened: Immune to sound-based abilities. Fails
automatically any sound-based notice check. It
either knows sign language or is so adept at
expressing themselves through gesture that neither
their spellcasting nor their ability to communicate
are impaired.

Death-Scavenger Creature
Some creatures feed off the power generated by the
moment when a soul leaves a body.
Death Devourer: Whenever a nearby living creature
dies, this creatures automatically uses Death
Devourer attack as a free action against all nearby
creatures.
[Special trigger] C: Death Devourer vs. PD—5
necrotic damage (Champion tier: 10 damage,
Epic tier: 20 damage).
Scavenger's Knell: Whenever within a reach a helpless
target, once per round and as a swift action, this
creature may touch the target and execute
Scavenger's Knell. Death-Scavanger Half-Orc Barbarian
[Special trigger] Scavenger's Knell vs. AC
(adjusted by Helpless condition)—coup de feeding). Finally, this creature can be reasoned with
grace the touched target. If the target dies, this only as long as it hasn't taken any damage from
creatures gains 5 hitpoints per target's level hunger.
(hitpoints in excess of this creature's maximum
disappear after one hour).
Disorienting Creature (lvl +1)
This creature disorients its opponents that come near it or
Deep Exile (lvl +1) are struck by its attacks.
Cursed for their evil deeds upon the land, these exiles are Disorienting Aura: All engaged creatures are subject to
condemned to a life in the briny depths. automatic Disorientation attack each round.
Aquatic: The creature undergoes metamorphosis that Additionally, all attacks of this creature (this
allows them to survive, swim and use their senses includes also ranged attacks and spells) gain the
in its new environment. The changes include also following:
ability to perform claw attacks, drain blood and Natural 16+: This creature makes a free
also pangs of insatiable hunger. Disorientation attack.
Two Claws vs. AC—Deal normal damage. If both C: Disorientation vs. MD—The target is Confused for
attacks hit, the target is grabbed and this creature one round.
may use blood drain as a free action.
Blood Drain: This creature begins to feed
voraciously, inflicting automatic damage (as per Divine Creature (lvl +1)
single claw attack) each round. They will take This being has been touched by the power of a deity or
no other actions until the target drops dead or ethos.
escapes the grab. Champion for the Cause: Whenever facing enemies of
Perpetual Hunger: This creature suffers from pangs of the cause, this creature gains +6 AC.
terrible hunger. If does does not feed for the
number of days equal to its level, it dies.
Additionally, each days passing without feeding Divine Furnace Creature (lvl +1)
causes it to lose 5 hitpoints (regained during next Some constructs are driven by a powerful furnace of

-8-
divine power. This template can only be applied to
constructs.
Blazing Innards: A divine furnace creature's interior
body is filled with a fiery liquid similar to molten
iron. If struck by engaged or nearby attacker, this
creature an immediate action performs one of the
following actions (if the result is not applicable, the
action fails) – roll d6:
1-3. C: Molten Splash vs. PD (1d3 engaged or
nearby attackers)—Inflict damage as per
creature's level. The damage is of magic, fire and
holy types. Occurs only if escalation die is 1 or
higher.
4-5. C: Fiery Eruption (all nearby creatures)—
The creature bursts into blazing inferno. Inflict
damage as per creature's level. The damage is of Eldritch Tentacle Giant Spider
magic, fire and holy types. Occurs only once per
encounter and only if escalation die is 2 or
higher.
6. C: Smoky Burst (all nearby creatures)—Thick
Enticing Creature
cloud of toxic smoke rendering sight useless This creature has a supernatural lure that can cause
within 60 feet. Living creatures must close their nearly any creature to seek it out and become its victim.
eyes and hold their breath or take 5 damage R: Attraction vs. MD (1d3 nearby or far targets)—
(Champion: 10, Epic: 20) damage per round. The enticing creature can choose to emanate
The cloud dissipates 3 rounds later. Occurs only magical vibrations that attract living creatures.
once per encounter and only if escalation die is Affected creatures feel elated and pleased to be
3 or higher. near the enticing creature and desire to touch it.
The compulsion to stay in the area or touch the
enticing creature is overpowering, and victims will
Eldritch Tentacle Creature (lvl fight to follow their urges. Those affected will
neither harm the enticing creature nor defend
+1) themselves against its attacks. If an unaffected
This creature has been changed by powers beyond the character spends a full round shaking an affected
comprehension of the mortal races. one, the victim is entitled to a saving throw,
Ooze: This creature type changes to Ooze. shedding the compulsion completely. Failing the
Tentacles: All attack forms change to tentacle lash first saving throw means that subsequent attempts
attacks. to release the affected, even if successful, will
Tentacle Lash vs. AC (any nearby creature)— succeed only temporarily (for about 5 minutes) and
Damage as per previous attack plus Random the compulsion to seek the enticing creature shall
Spell Effect as a free action. return – in such case the victim must spend over 24
[Special trigger] Random Spell Effect: Roll d8 and hours outside of the reach of the enticing creature
consult the chart below. to become completely free.
1: Instant Friend vs. MD—Target loses will to
fight and is affected as per Bard's Charm for
1d4+1 rounds.
Executioner Creature (lvl +1)
2: Shocking Touch vs. PD—Lightning damage. This creature has been used so often in the ritual
3: Burning Touch vs. PD—Fire damage. execution of prisoners that it has gained unique powers.
4: Freezing Touch vs. PD—Cold damage. Absorb Life vs. PD—Each round, as a move action,
5: Dissolving Touch vs. PD—Acid damage. executioner creature may call to a target already
6: Panic Touch vs. MD—Target flees for 1d4+1 subjected to Spiritual Noose. On a hit, this target
rounds. takes 5 points of damage (Champion tier: 10, Epic
7: Nauseating Touch vs. MD—Target is Weakened tier: 20) and executioner creature is healed for the
for 1d4+1 rounds. same amount of damage. This damage is in
8: Disorienting Touch vs. MD—Target is addition to any damage dealt by Spiritual Noose
Confused for 1d4+1 rounds. (see below).
Anchored: Any creature subjected to Spiritual Noose is
limited to mundane means of moving. All other
attempts to move fail.
Spiritual Noose: Any successful melee attack allows

-9-
executioner creature to attack with Spiritual Noose
as a free action.
[Special trigger] C: Spiritual Noose vs. MD—a
semi-transparent noose forms around target's neck.
This creature takes 5 points of ongoing damage
(Champion tier: 10, Epic tier: 20). Escaping the
noose is a Hard check. The noose also disappears if
called off by executioner creature or if the
executioner creature dies.

Faceless Creature
This creature has no facial features and has the ability to
remove the facial features of creatures it touches.
Faceless: In its natural state, this creature's face is an
empty and menacing expanse of smooth skin. This
does not affect faceless creature ability to feed or
breathe. If this creature already possesses stolen
facial features, it may remove them at will and
store in a container. Stolen body parts do not decay.
"Worn" stolen body parts are automatically
recovered upon faceless creature death, at faceless
creature will or if a container is broken and the
body parts are placed against anyone's face (note:
this means that potentially someone may acquire
second nose, third eye and so on).
Facestealer: On any successful melee attack, this
creature as a free action can use Facestealer attack.
[Special trigger] Facestealer vs. AC—Steal a part of
target's face. Roll d6: 1: a cheek, 2: an eye, 3: a Fascinating Dryad
nose, 4: mouth, 5: an ear, 6: hair or distinctive
mark; reroll any already stolen body parts. It
replaces stolen part with a patch of smooth skin. Foul Creature (lvl +1)
Loss of both eyes inflicts blindness, loss of nose This creature imbues vile substances and excretes toxic
causes blocks sense of smell, loss of mouth restricts and rank-smelling fumes.
ability to feed and drink with potentially disastrous Snake Mouth vs. PD—The creature can open like
results, while loss of both mouth and nose leads large sack of muscle and skin, and swallow any
immediately to last gasp saves and suffocation after object up to its own size as a Standard action.
four failed saves. Affected creature may be still Getting out of the meat sack is a Normal difficulty
saved if an appropriate opening is made in its skin. check, one category harder per each step on size
Curse of Blank Face vs. MD—Instead of making an difference. Also, swallowed creatures are subject to
attack, faceless creature inflicts a curse on a Vile Stench (see below).
touched victim. From now on, cursed target is C: Projectile Vomiting vs. AC—This creature can
subject to a single Facestealer attack per day until violently constrict its muscles, expelling swallowed
either all facial features are stolen, the target dies objects with great force. The expelled object and
or the faceless creature dies. the target take standard melee damage.
C: Vile Stench vs. PD (free action, all nearby and
Fascinating Creature swallowed living creatures)—5 (Champion tier:
10, Epic tier: 20) damage from poisonous fumes
This creature is so unique and unusual that other and affected creatures are Hampered for one round.
creatures cannot help but stop and stare.
C: Fascinating Gaze vs. MD—The victim cannot
avert their eyes from this creature and is Stunned Frozen Corpse Creature (lvl +1)
until a Hard (16+) save is made. Also all social These undead creatures are the animated remains of
interactions aimed to thwart this creature's creatures that have frozen to death.
initiatives are one category harder. Undead: This creature type changed to [Undead].
Freezing Touch: As a free action after a successful
attack, this creature can use Freezing Touch.

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[Special trigger] Freezing Touch vs. PD—5 cold
damage (Champion tier: 10, Epic tier: 20) and take
-4 to AC and PD due to stiffened limbs.
C: Cold Aura vs. PD (free action, all engaged
creatures)—5 cold damage (Champion tier: 10,
Epic tier: 20)
Ice-walk: A frozen corpse creature can move across icy
surfaces with ease and does not need to make any
checks to run or charge on ice or snow.

Glassilisk Creature
This creature's gaze can turn other creatures into glass.
Glassilisk's stare: When a glassilisk creature hits a
creature in melee, it can make a glassilisk's stare
attack against the target as a free action.
[Special trigger] C: Glassilisk's stare vs. PD—The Gnawing Tyrannosaurus Rex
target starts making last gasp saves. On a fourth
failed save, the target is turned to glass geographic area of forest by a deity or ethos of nature.
permanently. Constructs and undead are immune C: Curse of the Green vs. MD—The target starts
to this effect. Blood of a single glassilisk creature making last gap saves. On a last failed save, the
can restore life to up to d3 such victims. target the target of this curse suddenly stiffens.
Consume Glass: A glassilisk creature can consume glass Their skin turns to bark, their toes dig into the
to derive sustenance. It can also burrow through ground as roots, and their fingers become branches
glass at the rate of one feet per round. and twigs. The victim's face is turned into a
wooden mask on the trunk of the tree. The target
can still speak, and may even cast at-will spells, but
Glassilisk Creatures and Other otherwise they are transformed into a rather
ordinary tree. The curse can be called off by a
Material Types ritual performed by the Green Guardian or a
You can easily exchange the type of material a willing druid.
glassilisk creature’s gaze attack transforms a creature
into with another material type, though it is not
recommended that it be any more delicate than glass.
Grim Reaper Creature (level+1)
A PC should at least have a chance of being Known by many names throughout nearly all cultures,
transformed back into its natural state; but figures of grim reapers are the personifications of death and all the
gold, wood, ivory, bone, and even paper could be pain and fear associated with that state.
created. Double-Strength Creature: This creature is double
strength opponent (multiply damage and hitpoints
by two).
Gnawing Creature (lvl +1) Reaping Strike vs. AC—Deal normal damage
These creatures are capable of chewing a creature into ignoring all damage resistances and immunities. At
minute pieces; this simple template can only be applied to will, channel Death Touch as a free action.
creatures with the grab special attack that also have a bite [Special trigger] Death Touch vs. PD—Target's life
attack. bursts suddenly out in great spurts of blood. The
Chew Creature: When a gnawing creature executes a target is Weakened until they spend a recovery to
successful grab, it may follow-up with a free Chew heal this condition.
Creature attack. Aspect of Death: There are different types of Grim
[Special trigger] Chew Creature vs. AC—The target Reapers. Select the type of the Grim Reaper (or roll
is grabbed and suffers automatic 10 points of d10), remember that the level of the aspect cannot
damage each round (Champion tier: 20, Epic tier: exceed that of Grim Reaper.
40). Any targets that die while being chewed, are Level: Grim Reaper Aspect:
instantly consumed, and their remains, along with 1: The Hunter:
equipment, pass into gnawing creature's stomach. Truesight: This creature sees through illusions
and concealment.
Keen Sense of Smell: This creature can track due
Green Guardian to keen sense of smell.
This creature has been granted guardianship over a single 2: The Stalker:
The One Behind You: This Reaper becomes

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visible as a quick action. Unless they maintain
their visibility from round to round (quick
action), they become invisible again at the end
of their turn.
3: The Master of the Dead – This Reaper can be
often seen in times of great plague. They usually
march recently dead to their graves. Also, this
Reaper can usurp control of any Undead
creature of lower level.
Usurp Control vs. MD—Animate if necessary,
and Charm as per Bard's Charm Person. Works
only on dead and undead creatures.
4: The Chess Player – This Grim Reaper likes
diplomatic discourse and games. It often offers
to potential victim the play for their victim's life.
Also, this Grim Reaper accepts bribes (for
example, lives of other creatures).
Master Player: Increase difficulty of winning any
game against the Chess Player by two categories.
Note that Chess Player often prolongs games or
loses on purpose if they find engaged individuals
interesting enough to spend more time in their
company.
5: The Valkyrie – This Grim Reaper arrives to
battlefields to harvest worthy warriors. Taking
the shape of armored female warrior on flying
stallion, they descend on battlefield bringing
death to heavily wounded or to fight alongside
heroes against overwhelming odds.
6: The Princess – This Grim Reaper takes a form of
a little playful girl or a sombre young maiden. It
likes to play with sickly children or to keep the
company of the elderly. It is also said to spend a
day once per century as a mortal to keep
company of select individuals. It departs during
the night or at the dawn taking the soul of the
one they spent time with. The princess may be
convinced to leave without reaping the soul if
she overstayed her allotted time or if she
allowed her feelings get in the way of her duty.
7: Moira, one of the Fates – white-robed
incarnations of destiny that cut the thread of life
with silver shears.
8: Horseman of the Revelation – This is the herald
of end times. On a pale horse it rides,
announcing the fall of cities, societies and
civilizations. According to some tales, this Grim
Reaper takes a human form and spends a day
among common folk prior to uttering the
prophecy. Identifying them and through means
of diplomatic discourse may delay the onset of
Grim Reaper Human Wizard
the calamity, yield time to evacuate the
mighty. The death that comes after the powerful
innocent or prevent the disaster altogether.
and corrupt.
Prophecy of Doom: With the voice like thousands
Brush of Red Robes vs. PD—At any time after
of whispers, this creature foretells a great
the hit within less than 24 hours, Red Death
calamity. The calamity takes place at the
may trigger the last gasp saves at anyone who
appointed time.
touched the robes.
9: Mask of Red Death – The reckoning for the
10: Black Death, also represented as Plague Maiden

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or Plague Wind – This is a Grim Reaper that
brings plague to cities. It often travels in
company of rats, on black horse. It can also
appear as a melancholic lady in white, or
manifest as a black wind. Its coming is usually
heralded by thousands of rats escaping the
sewers, and its mere presence infects everyone
with Black Death sickness.
Black Death Aura vs. PD (all creatures up to
Far distance)—The victim is infected with
Black Death plague. Make last gasp save each
day – the first failed save indicates appearance
of symptoms (fever, chills, swollen glands,
blackening of extremities), the second and the
next indicate progression of the sickness. If the
number of the failed saves exceeds affected
creature's level, it dies. If the affected creature
makes three saves, it survives.

Ghostly Undead: The type of the creature changes to


[Undead]. Grim Reaper creature becomes
incorporeal losing all physical modes of attack.
This creature has resist damage 16+ to all damage
(yes, even holy damage) except force damage, Herald of Woe Harpy
which damages it normally. This creature can move
through solid objects, but it can't end its movement C: Doomed Fate vs. MD—For the duration of
inside them. encounter, all creatures up to Far distance from
Fear Aura: This creature has a fear threshold as per its this creature, roll two dice for attack, always
level. choosing lower result.
Manifest Weapon: At any time Grim Reaper may, as a C: Perils of Woe vs. PD—Target creature is
quick action, manifest a weapon. This weapon immediately subject to an accident. Roll d6 to
ignores all damage resistances and immunities. The determine the nature of the accident, reroll
weapon usually takes the shape of a scythe, inappropriate results, deal damage as per Herald of
however exceptions, usually based on folk fairy Woe's level: 1 – The victim falls into a deep pit, 2 –
tales exist. For example: a sickle, a large stuff falls from great height, 3 – a magic item loses
executioner's axe or sword, a wicked curved knife, its power, 4 – The victim is stricken deaf and mute,
a pair of small silver shears or a great buzzing 5 – The victim is stricken blind, 6 – The victim
device with jagged teeth whirling around a blade. becomes Confused. The accident effects pass upon
If the Grim Reaper willingly let's go of the weapon, death of the Herald of Woe or when 24 hours pass.
the weapon can be picked and used by another
creature.
Hive Creature (lvl +1)
This creature has become the nest of a swarm of other
Hellfire Creature creatures.
This being is infused with the flames of damnation to Swarm Nest: Hive creature houses several swarms of
serve punishment for the powers of good or evil. poisonous insects or appropriately smaller
Hellfire: All melee and ranged attacks of this creature creatures. On command the swarms emerge and
are infused with hellfire. The damage dealt by this attack in melee.
creatures counts as magical fire, holy/unholy Swarm Attack (melee attack, natural 11+): A swarm
(depending on the patron of Hellfire Creature). emerges from the hive creature attacks the
Hellish Persistence: As long as this creature is engaged target dealing 5 points (Champion tier: 10, Epic
with the target its punishment, it heals 5 hitpoints tier 20) ongoing damage and causing the target
(Champion tier: 10, Epic tier: 20) per round as a to become Hampered. The swarms attacks until
free action. the opponent takes a standard action to remove
the swarm and succeeds on a save. After combat,
the swarm returns to its host. The number of
Herald of Woe available swarms is limited to the hive creature
This creature is a harbinger of ill fortune and doom. level.
Fear Aura: Activates upon emergence of a swarm.

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Fear threshold as per hive creature level.
Self-Repair: As long as hive creature hasn't
expended all uses of Swarm Attack, the swarms
repair it from within. The repairs heal 5 points
of damage (Champion tier: 10, Epic tier: 20).
This is a free action, and the repairs can occur
only as many times as the creature has levels,
before the creature needs to rest.
Vulnerability to Water: Rain (or being drenched) makes
Swarm Nest abilities and attacks unusable. Full
immersion kills swarms and requires at least a day
to recover (in case there is a swarm nearby).

Hoard Creature
This creature's avarice is so great that treasure
adheres to its body like a second skin.
Glittery Garments: Hoard Creature wears its hoard like
a second skin, making it easier to hit and harder to
hurt (-3 to all defenses, +40% HP boost).
Shinies! This creature can claim someone else's items
with but a touch. All melee attacks gain this
property Hungry Nightmare Pixie
Successful attack, natural 16+: One of the items
belonging to the target is added to hoard
creature collection. Roll d6: 1—an item wielded
Hungry Nightmare Creature
in target's primary hand, 2—an item carried in Eyes are the window to the soul—and they are also the
target's secondary hand, 3—something worn on conduit by which a hungry nightmare creature feeds.
head, 4—a clasp from target's cloak or trouser They always have dark, nearly bottomless pits instead of
belt (the affected item gently lands at target's eyes (though this does not hamper their vision). Part of its
feet), 5—an important part of armor or otherworldly nature is poisonous to most other creatures.
garments (-3 to defenses or a major reveal and - Dream-Consuming Gaze: When a hungry nightmare
1 to defenses; target's choice), 6—gold. The creature hits a creature, it can make a hungry
items can be recovered once hoard creature is nightmare's Dream-Consuming Gaze attack against
defeated, though some repairs may be necessary. the target as a free action.
[Special trigger] C: Dream-Consuming Gaze stare
vs. PD*—All intelligence or charisma based checks
Hungering Darkness Creature are one category harder (this is cumulative, with
the two category penalty being the worst possible
(lvl+1) penalty). In order to recover from this predicament,
The hungering darkness creature has been enveloped in you need a peaceful long rest. Achieving a personal
planar rift that appears like a cloud of darkness that goal also works.
contains vicious claws that reach forth to grab at foes. *If you are using the Dream Burning rules from
Grasping Claws: Hungering darkness creature gains a Rite Publishing’s Coliseum Morpheuon the
free Grasping Claws attack each round. subject loses one goal, aspiration, or dream (in
Grasping Claws vs. AC—Normal damage plus the that order), as if the hungry nightmare creature
target creature is grabbed. Grabbed creatures had stolen a dream.
vanish from the sight in the dark rift, taking 5 Hidden Sting: One of the hungry nightmare's melee
damage (Champion tier: 10, Epic tier: 20) per attacks deals 5 ongoing poison damage (Champion
round as unspeakable things feast on them in tier: 10; Epic Tier: 20).
absolute darkness. The grabbed creature can take
actions as per grabbed status, however it is blinded
by darkness. It is possible to attempt to grab an ally
Iconic Creature (lvl +1)
and attempt to pull them out, however this subjects Some creatures can become a symbol of a deity’s power
the valiant rescuer to both an attack of opportunity on earth.
and the same damage per round as the grabbed Icon of Faith: When you apply this template, choose an
friend. aspect of a deity’s, ethos’, or cult’s portfolio. The
presence of an iconic creature whips the faithful of
a deity, ethos, or cult related to that portfolio

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aspect into a state of religious ecstasy. The faithful
become immune to fear while within line of sight
of the iconic creature and gain benefits of
Escalation Die.
Domain-like Power: Select a single domain-like power
this creature can use:
Healing: This creature can heal for 20 hitpoints
(Champion tier: 40; Epic tier: 80) once per
encounter.
Justice or Vengeance: This creature increases their
miss damage by twice its level.
Knowledge or Lore: This creature can reroll one
attack roll per round.
Life or Death: This creature adds Escalation Die to
all saves it makes.
Love or Beauty: This creature may beseech its Iconic
Patron for aid. The aid takes the form
appropriate for the patron and results either in
automatic disengage check and distance increase
to Far from opponents, appearance of
reinforcements (two party-level allies make their
entrance) or a single target that lost its life one
round before miraculously survives.
Protection or Community: This creature is immune to
critical hits.
Strength: This creature adds double Escalation Due
to all damage it deals.
Sun or Anti-Undead: This creature deals holy
damage. Iconic (War) Clay Golem
Trickery or Illusion: This creature rolls a d20 at the
start of combat. At any time, but only once per exposure to harsh environs). Ill creature needs
encounter, it may replace any result on d20 with three successful saves (that do not need to be
their result. consecutive) to reduce save difficulty by one step.
War or Leadership: Escalation Die starts one round Three successful saves at easy save mean full
earlier. recovery.
* Some illnesses take longer to incubate. The first
save should be delayed until incubation period is
Ill Creature (lvl -variable) over.
This creature is suffering from illness, usually the common ** Double or triple the damage for particularly harsh
cold. This template can only be applied to creatures that sicknesses. Alternatively, use Black Death rules
are not immune to disease. present in Grim Reaper creature entry.
Ill: This creature is sick. Make a save each day* (easy *** Use of means that bring about instant or
5+ for common infections like cold, normal 10+ if almost assured recovery, causes the save difficulty
the character is already Weakened or already ailing reset to easy immediately.
due to different source, or hard 16+ if the sickness Infection: Decide on conditions under which the illness
is particularly difficult to overcome). First failure spreads. If the conditions are met, this creature
indicates onset of stronger symptoms (higher fever), executes Contagion attack as a free action, though
second failure causes Weakened condition (already usually no more than once per encounter.
Weakened creatures treat second failure as third). [Special trigger] Infection vs. PD—If this creatures
Subsequent failures increase save difficulty by a meets spreading criteria for passing infection
single step cumulatively, until hard saves begin. (sneezing for flu, for example), the target begins
Each failed hard save does 5 damage (Champion making saves as per Ill description.
tier: 10, Epic tier: 20)** and healing hitpoints
through the use of recoveries becomes impossible
(also, the ill creature can no longer gain new Illness Examples
recoveries through rest). At GM's discretion***, Common Flu: Spread by sneezing, sharing meal
saves can be adjusted by +2 (comfortable rest and utensils. Incubation period is d6 days. Initial save
proficient medical aid) or -2 (strenuous effort, difficulty is normal, the second save difficulty is

- 15 -
lowered to easy.
Swamp Fever: Spread by mosquito bites or blood.
Incubation period is 5+3d6 days. Initial save
difficulty is easy, however curing completely
requires five successful saves. Saves are made every
two days. Initial symptoms resemble flu, further
symptoms may include high fever, hallucinations.

Impaling Creature (lvl +1)


This creature’s natural armor has formed to create a long,
jagged, spear-like protrusion on its body, usually on its
forearms (biped), back (quadruped) or sometimes on its
chest or even inside its body. This template can only be
applied to a creature with the grab special attack.
Impaling Attack: This creature can automatically
executes Impaling Attack against any grabbed
creature as a free action. Additionally, each
disengage attempt automatically also automatically
provokes a free Impaling Attack.
[Special trigger] Impaling vs. AC—Deal normal
damage. Laughing Beast Roper

actions, though not making them helpless. The


Kyton-bound Creatures laughter ends on a successful save, and one cannot
This creature has one end of a living diabolic chain be affected again by this attack for the duration of
affixed to its body and soul with the other end attached to this encounter.
a cruel weapon. * Prone creature takes -4 to AC and PD, and gets +4
Barbed Chain: The kyton-bound creature can make a to AC and PD against ranged attacks from Far
Barbed Chain attack as a move action. range.
C: Barbed Chain vs. AC—Deal normal damage and
the target creature is grabbed. For the duration of
the grab, Barbed Chain attack cannot be used. Lavawight Creature (lvl +1)
[Special trigger] Barbed Constrict (only against This creature is a horrifying blend of negative and fire
already grabbed creature) vs. AC—Deal normal energies.
damage (remember to add bonus against grappled Elemental Undead: This creature's type changes to
opponents). [Elemental, Undead].
[Special trigger] C: Barbed Drag (only against Vulnerability: holy.
already grabbed creature) vs. AC—Deal half Immune: fire, magical fire, negative energy.
normal damage, move and move the grabbed Resist damage 16+: When an attack targets this
creature. creature, the attacker must roll a natural 16+ on
[Special trigger] C: Barbed Throw (only against the attack roll or it only deals half damage.
already grabbed creature) vs. AC—Deal normal Fire Aura: This creature emanates intense heat. Each
damage, the opponent is violently disengaged and round it can make a free Fire Aura attack.
hurled nearby. Hitting another target is an option [Special trigger] Fire Aura vs. AC (all engaged
(requires additional attack vs. AC) Any creatures creatures)—5 ongoing damage (Champion tier: 10,
and objects hit take half damage. Epic tier 20), save ends.
Lifefire: Each successful melee attack of lavawight
creature may trigger free lifefire attack.
Laughing Beast Creature [Special trigger] Natural 11+: A wound erupts with
The deity or ethos of madness curses some creatures and tongues of lifefire dealing 5 ongoing fire and
blesses others. negative damage (Champion tier: 10, Epic tier
C: Maddening Laughter vs. MD (all living creatures up 20), save ends. No creature can be affected by
to nearby distance)—When a laughing beast laughs more than one instance of lifefire, and creatures
its cacophonous cackle, the affected suffer from that can die only via specific means are
uncontrollable bouts of painful, nerve grating Weakened instead of being hurt by it. Lifefire
laughter. This hideous laughter causes the affected damage has the following properties: it heals
also to fall prone* preventing them from taking any slowly (requiring a long rest before it can be

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healed via recoveries), while magical healing
heals only half as usual damage. Each time
lifefire damage is dealt, the lavawight creature is
healed by the same amount (excess points are
lost).
Pass through Fire: The creature may enter any source
of fire and exit through any other source of fire
within line of sight. Note: this is why lavawight
creature tend to set fire to everything they see.
Call Flame Snake: As a standard action, lavawight
creature may command via voice and gesture, a
snake composed of pure flame. It will slide out of a
fire source leaving a 10-foot tall wall of fire in its
wake. The snake must traverse a surface and can
reach up to nearby distance. All flammable objects
in its path are set on fire, and all creatures are
subject to Fire Aura attack.
Call Rain of Fire: A rain of flaming droplets falls for
one round from the sky at the spot at Far distance,
subjecting all nearby creatures and objects to a
single Fire Aura attack. All flammable objects in
this area are set on fire. The lavawight creature can
maintain the Rain of Fire for up to 5 minutes at the
cost of one standard action per round.

Legless Creature (lvl -1)


This creature was born without, or has lost the use of, its
legs. This template can only be applied to creatures that
have a bipedal, quadrupedal, or multipedal base speed,
and cannot swim or fly.
Prone: This creature is permanently affected by prone
condition – its speed cannot exceed 5 feet per
round, it suffers from -4 to AC vs. melee attacks
(and it gains +4 to AC vs. ranged attacks from Far
range). Love Scorned Human Sorceress

Lich-Touched Creature Love-Scorned Creature (lvl +1)


This creature has been granted a signature power by a This undead creature is what remains of the soul of a
powerful lich. being that died as the result of a tragic romance.
Lich Touch vs. AC—Deal cold damage, and the target Undead: This creature's type changes to [Undead].
is dazed (normal save ends, 11+). Ghostly: This creature becomes incorporeal losing all
physical modes of attack. This creature has resist
damage 16+ to all damage (even holy damage)
Locomotion Handicapped except force damage, which damages it normally.
This creature can move through solid objects, but it
Creature can't end its movement inside them.
This creature’s limbs have been injured or malformed in Life-Draining Touch vs. AC—Deal cold damage,
such a way as to severely hamper the mobility of the love-scorned creature heals itself for 5 points
creature. (Champion tier: 10, Epic tier: 20), and the target is
Locomotion Handicapped: All movement related checks cursed to easily incite negative reactions (increase
are one category harder for this creature. difficulty of all social checks by one category). The
Additionally, movement speed is reduced to 5 ft. target is entitled to a save once per day to shrug off
per round. this curse.
C: Hate-breeding Gaze vs. MD—The target is
Confused, normal save ends 11+, and will seek to
strike out against randomly chosen ally.

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Magnetic Creature
Some creatures have a strange power over ferrous metals.
Magnetic Bubble: Magnetic creature can manipulate
any target up to Far distance as long as it contains
at least 15+ lbs of ferrous metal. The combat
applications of this power are listed below. Non-
combat uses are limited to one encounter and take
significant time to execute (at least 2 rounds per
manipulation). Subsequent uses require
expenditure of a recovery or a short rest. Magnetic
creature cannot affect anything that is one step
larger or more than two times the weight of the
magnetic creature. Dropping big rocks bound with
chains is likely to work as long as the operator does
not mind taking several rounds to move ta rock.
R: Magnetic Bubble Push vs. PD—Push away a
creature or an object violently away up to Far
Mist Hunter Unicorn
distance. If slammed against another object, deal
normal damage to pushed target and half damage Molting Creature
to the obstacle.
This creature has a layer of skin that it can shed when it
R: Magnetic Bubble Pull vs. PD—Pull a creature or
uses teleportation magic. This template can only be
an object violently toward magnetic creature from
applied to living creatures with skin.
up to Far distance. If slammed against magnetic
Molten Teleport: As a standard action, molting creature
creature, deal normal damage to pushed target and
can teleport leaving its Empty Skin Double behind
half damage to magnetic creature, though magnetic
three times before it needs a long rest. The teleport
creature is free to drop the target earlier.
can be done anywhere within a range of sight.
C: Magnetic Bubble Burst vs. PD (all eligible
Empty Skin Double: This creature is a mook version of
targets nearby)—Violently push away dealing
the molting creature. It acts on molting creature
normal damage. No further uses of Magnetic
intentions until destroyed or until a minute passes,
Bubble abilities are possible until a short rest is
collapsing in a bundle of empty, non-animate skin.
taken or a recovery expended.

Missing-Arm Creature Mucus Creature


This creature is covered in a thick layer of incredibly
This creature has lost half of its arms on one side of its
slippery mucus or slime.
body.
Slippery Curse vs. MD—The target is suddenly
Handicapped: This creature lost one arm (or half of the
covered by the same mucus as mucus creature with
arms). If these were primary arm(s), adjust level by
the following effects: all carried items are dropped,
-1, increase all Dexterity related tasks difficulty by
all loosely attached objects detach and fall away.
one step and deduct from from AC and PD.
The affected creature can no longer hold anything,
and every attempt at walking requires Hard check,
Mist Hunter falling prone on failure. All attacks that require
putting weight into them (like punching) are
This creature has adapted to effectively attacking its prey
Weakened. The curse can be removed only by
in the fog it creates.
thorough bathing in water or sand – anything else
Mist Vision: This creature sees through fog or smoke
means that mucus returns.
type concealment.
Slippery Mucus: This creature is immune to any effects,
Create Fog: Mist hunter creature can create a dense
actions, spells that would restrict its movement
cloud of fog, encompassing everything up to Far
(aside from total and instant entombment).
distance. Normal vision is impossible beyond 5 ft.
(engaged/next to/behind distances). The fog lasts
until willed off, dissipated by wind or until mist Mystic Creature (lvl +1)
hunter creature stops maintaining it (one quick
This being is suffused with supernatural power.
action per round).
Supercharged: +1 to attack, +1 to all defenses,
inflicted damage increased by ¼, hitpoints
increased by ¼.

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Numinous Creature (lvl +1)
This creature has been touched, blessed, cursed, or made
a pact with some greater power.
Overwhelming Devotion to Purpose: Whenever this
creature is subject to an effect that would sway it
away from its goal, or restrict its movement while
pursuing its target, the obstacle is overcome as a
quick or interrupt action, unless an opponent rolls
natural 16+.
Caster: This creature's role changes to Caster.
C: Mental Grip vs. MD—Target is grabbed, or if
already grabbed, moved up to one movement
distance. You can maintain the grab as a quick
action once per round.
R: Eldritch Firebolt vs. PD (creature or object up
to Far distance away)—Deal normal damage vs.
creatures up to Far distance away.

Parasite-Ridden Creature (lvl


+1)
This creature is infested with a horrific host of parasites Numinous Cloaker
from nightmarish depths of the Plane of Dreams.
Infest: Each successful melee attack by parasite-ridden
creature has a chance of infesting struck opponent. Phase Creatures
Natural 11+: 5 ongoing damage (Champion tier: This creature can phase in and out of this plane.
10, Epic tier: 20) from several tiny, white leech- Phase-in Ambush: This creature can always ambush an
like creatures. It takes a move action and opponent (it always gets a free ambush round
successful save, 11+, to rid oneself of this before initiative is rolled) though its action
infestation. allotment is decreased by on move action.
Infested Death: When a parasite-ridden creature is Phase-out, Phase-in: This create can phase out as a free
killed, its carcass instantly detonates, spraying its action, and phase in as move action. While phased
remains. What is most disturbing about the remains out, this creature may use a standard action to
is that some of it still lives. These independent, eel- move, returning to a different place.
like organs begin to swim through the detritus like Phasing Dodge: Phase creature can be hit only on
a salmon moving upstream, toward living targets natural 11+.
making free Infested Death attack against eligible
targets.
[Special trigger] Infested Death vs. AC (upon Preternatural Creature
death of parasite-ridden creature, affects all Sometimes magic has a will of its own, causing it to
nearby living creatures)—Each successful attack manifest in a physical form so as to explore the nature of
represents an eel-like organ diving beneath the skin existence.
of its target as if the skin were water, leaving Vulnerable: Non-magical weapons.
nothing behind, but a small pucker. These targets Charged: This creature begins encounter already
are now considered infested. Organs that do not possessing momentum.
make contact die and dissolve instantly. Magic Eater: Increase defenses against magic effects by
Infested: Infested creatures cannot regain recoveries 6. May also cancel any magic effect affecting it by
and make a hard save, 16+, each hour. Failure making an easy save, 6+, as a quick action. Gain
means taking 5 points of damage (Champion tier: momentum when either missed by magic effect or
10, Epic tier: 20) until they die. after a successful save. You may spend momentum
Infested Spawn: Creatures slain by Infest attack or to trigger any of special trigger attacks below.
while being Infested rise 1D4 days after death as [Special trigger] Hurl Magic Bolts vs. PD (all
parasite-ridden creature. nearby creatures)—Deal magic force damage.
Curing Infestation: Any form of ritual cleansing, magic [Special trigger] Smash vs. AC—Deals double
that cures diseases, mild poisoning or three normal damage.
successful saves (see Infested above). [Special trigger] Rejuvenating Strike vs. AC—

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Deals damage and heals itself for double damage
dealt.
[Special trigger] Spring Strike vs. AC—Deals
damage and then launches itself in the air
travelling double move distance in the air.
[Special trigger] Clap of Thunder vs. PD (all
nearby creatures)—Deals 5 damage (Champion
tier: 10, Epic tier: 20), everyone loses sense of
hearing until the end of combat.

Primordial Creature (lvl +1)


This creature is filled with the power of the wild and
untamed forces of the world.
Keen smell: This creature can track by smell at +5 to
check. Also, all attempts to use stealth in its
vicinity are one category harder.
Ferocity: +6 to attack.
Primal: This creature loses ability to communicate.

Pyrrhic Creature (lvl +1)


This creature has been altered so that when it dies it
explodes.
Pyrrhic Victory: Upon reaching 0 hitpoints, this
Riven Magic Rakshasa
creature explodes using Pyrrhic Victory attack as a
Tough: Double hitpoints of this creature.
free action.
Resist all energy attacks 16+.
[Special trigger] Pyrrhic Victory vs. PD (all
nearby creatures)—This creature upon reaching
zero hitpoints explodes dealing normal damage. Riven Magic Creature
Select the type of damage at the time of applying
This creature preys on magic the way parasites feed on
this template: fire, cold, lightning, acid, negative,
their host.
thunder, force, holy, unholy.
Immune to magic: This creatures takes no damage from
magic attacks, magic energy attacks and is not
Rabid Creature (lvl +1) affected by magic effects.
Caster's Bane: This creature can, as an interrupt action
Creatures with the rabid template are mentally deranged,
and once per round, use Caster's Bane attack.
via wound, disease, or defect. They are in constant pain
[Special trigger] C: Caster's Bane vs. MD (any
and attack anything and everything, destroying objects as
spellcaster in sight that is casting a spell)—Deal
readily as they do living creatures.
force damage and negate the spell (all resources
Keen smell: This creature can track by smell at +5 to
committed to casting the spell are consumed).
check. Also, all attempts to use stealth in its
Drain Spell: Whenever this creature hits a spellcaster
vicinity are one category harder.
in melee combat, it can also use Drain Spell attack
Berserker: When injured, this creature enter state of
as a free action.
berserk rage. It continues to rage until it loses
[Special trigger] Drain Spell vs. PD (once per
consciousness, dies or fails to find suitable objects
round only)—The caster loses one lowest level
of its aggression in its vicinity. While in berserk
spell slot.
rage, this creature is not capable of communication,
Break Magic Item: Whenever this creature hits a an
use of any abilities that require concentration, and
opponent in melee combat, it may also disable a
rolls 2d20 for each attack, picking better result and
random magic item in target's possession.
making critical hits whenever both dice show
Natural 16+: One magic item in possession of the
natural 11+.
target ceases to function. The magic item is not
broken, merely its magic has been depleted. If a
Resilient Creature qualified magician engages in an appropriate
magic-recharging ritual, the item will be
This being can endure an extraordinary amount of
restored.
punishment.
Blocker: This creature's role changes to Blocker.

- 20 -
category larger). Smoke creature cannot split (if
Rust Creature two engulfed creatures move in separate directions,
This creature exists to corrode metallic objects. it must release one), it also cannot follow a
Scent Metals: This creature can scent (not track) creature that moves faster or immerses itself in a
metallic objects up to Far distance (all attempts to liquid. It can however enter through smallest
use stealth while wearing or carrying metallic cracks and compress itself to the size of a bottle.
objects are harder by two categories). Engulf: Lose all attacks. Can only use Engulf, and if
Corrosive Touch: Each time this creatures hits with a Engulf attack is successful, Steal Breath.
melee attack, it also makes a free Corrosive Touch Engulf vs. PD (a creature of up to one size
attack. larger)—Engulf target creature. Target creature is
[Special trigger] Corrosive Touch vs. PD (all blinded until freed from this attack. This attack will
metallic items in carried or worn by target)— be followed by free Steal Breath attack at 0
Destroy all metallic items that are non-magical and initiative count. This attack can affect one one-step
subject to corrosion (gold, silver, adamantine, larger creature, two same size creatures, and
mithral and platinum, and similar, are immune to double this number per each category of difference
this attack). toward smaller size.
C: Corrosive Breath vs. PD (1d3 nearby creatures [Special trigger] Steal Breath vs. AC (engulfed
in a group)—Deal acid damage and destroy all living and breathing creature, occurs at 0
metallic items that are non-magical and subject to initiative count)—Enveloped creature makes last
corrosion (gold, silver, adamantine, mithral and gasp save, 16+. On the first failed save, the target
platinum, and similar, are immune to this attack). creature is staggered (though not taking any actual
This attack recharges on 16+. damage). On the second failed save, the creature
becomes unconscious. There is no status change
until the last failed, fourth, save, when the target
Skinned-Hide Creature (lvl -2) creature dies. The saves continue until the target
This undead creature is animated skin of a creature which creature dies or is freed from Engulf attack.
has been turned into nothing but a trophy.
Undead: This creature's type changes to [Undead].
Scrapper: +3 to attack, 70% of normal hitpoints. Spined Creature (lvl +1)
Engulf: Lose all attacks. Can only use Engulf, and if This creature has a massive extension of spines, spikes
Engulf attack is successful, Blood Drain. and barbs.
Engulf vs. PD (a creature of the same or lower Spines and Barbs: On a natural odd hit with a melee
size)—Grab the target creature and wrap itself attack, the opponent is subjected to Spiked effect.
around it. This attack will be followed by free Natural odd hit: The target becomes Spiked.
Blood Drain attack at 0 initiative count. Only one R: Spine Volley vs. AC (1d3 creatures in a
creature can be grabbed at any time. group)—Target creatures becomes subject to
[Special trigger] Blood Drain vs. AC (grabbed Spiked effect.
creature, occurs at 0 initiative count)—Deal 20 Spiked! creatures subjected to this effect take 5
damage (Champion tier: 40 damage, Epic tier: 80 ongoing damage (Champion tier: 10; Epic tier: 20)
damage). due to quills that are embedded in their flesh. To
avoid taking damage, Spiked creature must take
absolutely no actions during their round. Spiked!
Smoke Creature effect is cumulative. Removing Spiked effect is a
A smoke creature resembles other, more normal creatures, normal difficulty task, however the victim still
from humans to horses to dragons. It is given life, in fact, takes damage at the end of their round. To remove
when certain magics mix with the smoke from such a Spiked effect without causing any damage, one has
creature’s pyre, gaining a life of its own. In all other ways, to succeed at Hard difficulty. Note that the damage
a smoke creature is “born” with the instincts, intelligence, occurs at the end of character's round, therefore a
and personality of the creature it mimics. It looks like a creature removing Spiked effect from itself takes
smoky version of the base creature. damage only once per effect (if they succeed at
Elemental: This creature's types changes to Normal difficulty) or none at all (if they succeed at
[Elemental]. Hard difficulty).
Resist non-spell damage 16+: When a non-spell attack
targets this creature, the attacker must roll a
natural 16+ on the attack roll or it only deals half Splintered Creature
damage. Some creatures’ natural defenses embed themselves in
Smoke Body: This creature's speed is halved. Its size is their opponents.
effectively twice the original (consider one Splintering: When a splintering creature hits a foe

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with a melee attack, slivers of its natural armor
break off and become wedged in the subject’s body,
and the opponent is subjected to Splinters effect.
Natural odd hit: The target is affected by Splinters
effect.
Splinters! Creatures subjected to this effect take 5
ongoing damage (Champion tier: 10; Epic tier: 20)
and are Hampered due splinters embedded in their
flesh. To avoid taking damage, the creature
affected by Splinters must take absolutely no
actions during their round. Splinters effect is
cumulative. Removing Splinters effect is a normal
difficulty task, however the victim still takes
damage at the end of their round. To remove
Splinters effect without causing any damage, one
has to succeed at Hard difficulty. Note that the
damage occurs at the end of character's round,
therefore a creature removing Splinters effect from
itself takes damage only once per effect (if they
succeed at Normal difficulty) or none at all (if they
succeed at Hard difficulty).

Staggering Creature (lvl -1)*


Subterranean Huge Bronze Dragon
This creature is suffering from a mental or temporal
hindrance that does not allow it to function normally.
Staggering: This creature is unsteady on its feet. It Subterranean Creature
fails any action unless it rolls a natural 11+. Also, This being has adapted to living in the mystical
if it takes damage below its Staggered level, it loses
underground environment of the dark depths.
consciousness.
Underground Adaptation: Subterranean creature may
* This template has been slightly renamed in order to climb walls at its walking speed, it has also
avoid overlap with existing health status. developed senses allowing it to normally function
in total darkness (echolocation, ability to perceive
Stealthy Creature (lvl +1) heat emitted by living creatures).
Resists spell damage, 16+.
This being has the ability to slip by unnoticed and attack
from ambush.
Stealthy: All notice checks made against this creature Temporal Warden
are one category harder. This creature protects the timeline from paradoxes with
Stealthy Disengage: If this creature succeeds at
the power granted him by the deity or ethos of time.
Disengage check and then moves away in an area
Sense and Manipulate Temporal Eddies: This creature
of already low (twilight, fog) or obstructed can sense presence of nearby time portals, temporal
visibility (dense jungle, labyrinth of furniture), it
effects and interferences. It can also instinctively
automatically hides.
attempt to operate or take advantage of any
Sneaky Strikes: If this creature ambushes an opponent, temporal phenomena as Hard difficulty task.
or if it strikes an opponent that is already engaged Temporal Prison vs. MD (single creature no larger
in combat with a different creature, its attacks may
than temporal warden, daily)—Deal damage and
deal additional damage.
brutally force the target into state of suspended
Natural even roll: Deal 5 ongoing bleed damage
animation. The creature subjected to suspended
(Champion tier: 10, Epic tier: 20), save end 11+.
animation is placed outside of time flow, and
unless physically damaged (the creature can still be
Stinger Creature (lvl +1) damaged and killed – temporal prison is more like
deep coma than stasis), it will reanimate and
This creature has gained a power-poisoned barbed tail or
function as normal if the temporal warden (not
stinger.
necessarily the same one) wills so, or the original
Sting/Barbed Tail Strike vs. AC—Deal 5 ongoing temporal warden dies or leaves creature's time.
poison damage (Champion tier: 10, Epic tier: 20),
save end 11+.

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Torturer Creature (lvl +1)
This being has the ability to inflict wracking pains with a
single touch.
Chastise: When torturer creature hits an enemy with
melee attack, the torturer creature can also make a
chastise attack as a free action.
[Special trigger] Chastise vs. MD—Deal 5 ongoing
damage, save ends 11+, and the target creature is
also Weakened as long as it takes the damage. This
ongoing damage automatically ends when the
target creature loses consciousness.
Terrifying: This creature has also Fear threshold as per
its level. Additionally, all social checks made
against a torturer creature are one category harder.

Totem-Bound Creature (lvl +1)


Some creatures are able to draw power from their
ritualistic symbolic relationship to another creature.
The Totem Item: This creature, using ancient rituals of
totem magic, has invested an item with power that
allows the owner of the item to call a powerful
animal companion to their side as a standard
action. Each totem can be used to summon only a
single type of the creature, defined at the moment
of item creation. Destruction or loss of the totem
immediately sends away the companion. The totem
must either touch totem-bound creature or be
nearby and within line of sight of its owner to
function properly, otherwise summoned creature is Temporal Warden Djinn
sent away one round after this condition is broken.
The ownership of the totem can be passed only ever discovered, it may attempt to perform one
willingly and only through proper ritual. dramatic action in order to either escape or bring
Totem-Bound Companion: See The 13th Age grievous harm to their former allies. The degree of
Roleplaying Game core book, Baseline Stats section. drama should not exceed a threat of an encounter
The companion creature stays until it dies or until at one level higher than that of the party (in other
it is sent away. words, players should stand a fair chance of
Totem-Bound Bonus: As long as the totem-bound countering it).
companion is present nearby totem-bound creature, Reversed Powers: If this creature has any special
both totem-bound companion and totem bound abilities related to its allegiance (divine spells, for
creature benefit from Companion Bonus (see The example), it loses them and gain their opposites
13th Age Roleplaying Game core book, Companion instead. An exception to this is if the Hidden
Bonuses section). Allegiance is in effect – the original powers
Totem-Bound Speech: Totem-Bound companion continue to function, although their effects should
understands their master as if it was sentient and it be diminished and unreliable (requiring natural
obeys to the best of their ability. 11+ to succeed).

Turncoat Creature Twin-Bound Creature (lvl +1)


This being formerly served a divine power but has since Some creatures have a twin with which they share a
changed sides (such as a fallen angel or an atoned supernatural or psychic link.
demon). Death Spasm: Breaking a bond, such as caused by
Hidden Allegiance: At turncoat creature's discretion, it sudden death of the mate, sends surviving twin-
may hide the change of its allegiance. Attempts to bound creature into murderous rage. Increase
divine true allegiance through magic means are current hitpoints by a half of hitpoints total. Death
one step harder. Spasm lasts as long as there are any living
Dramatic Discovery: If this creature's true allegiance is creatures visible, and ends when this creature

- 23 -
cannot find another target for five minutes.
Dual Tactics: As long as both creatures are within Far
distance of each other, they share their senses. This
allows them to support each other with regard to
field of vision, to speak without words to each
other and to defend. Both creatures gain +3 to AC
and +3 to attack as long as Dual Tactics are
possible.

Two-Headed Creature (lvl +1)


This creature has a secondary head with its own sentience.
Dual Action: This creature can take a second standard
action every round. This second standard action
cannot be converted into move action, though it
can be converted into other actions.
Dual Vision: As long as both heads operate normally,
any attempt to surprise or use stealth against two-
headed creature is one category harder.
Dual Mind: This creature takes only half damage from
sources that target its MD. Any effect that targets
MD must hit MD of this creature twice to succeed.

Unhinged Creature (lvl -2)


This creature suffers, is deeply disturbed and completely
insane.
NOTE: This template takes simplistic approach to a
complex issue and should not be construed as
based on real-life medical knowledge.
Insane: An unhinged creature is mentally befuddled Two-Headed White Dragon
and cannot act normally. Treat as permanently and
incurably Confused with the following exceptions: often violent.
Natural 16+ on any action: This creature regains Mad as a Hatter: This creature has constructed a
sanity for an encounter or five minutes narrow aspect of reality (like an everlasting tea
(whichever lasts less) and can act normally. party, or constant maintenance of exotic
Natural 5- on any action: This creature's attention is machinery) and shall interact with anyone who
captivated by something and it does nothing. is able to guess or adjust to this aspect
Keys to Insanity: Pick one of the following aspects to (pretending to be a guest to the party, or
further develop creature's background. bringing delivery parts to the machine).
Favored by the Deity or Ethos of Madness: If
approached with appropriate reverence or
prominently displaying holy symbols of the
Vine Creature (lvl +1)
deity or sacred items of the ethos, this creature This creature has a symbiotic relationship with plant life.
does not become aggressive, and may utter a Its ability to regenerate or heal quickly allows plants to
cryptic and convoluted answer to address feed off its flesh. In return, the vine creature has
immediate concerns. developed the ability to manipulate the plants that take
Post-Traumatic Withdrawal: This creature has root upon its body. In battle, the vine creature uses these
withdrawn into itself. It will not respond to any plants to entangle and harass its enemies.
attempts to contact with anything else but Grasping Vines: Each time this creature hits with a
extreme violence. Only the gentlest or most melee attack, it may as a free action immediately
experienced negotiators may convince it to follow with Grasping Vines attack.
emerge from its shell. [Special Trigger] C: Grasping Vines vs. PD—Vine
Neverending Hyperactivity: This creature is creatures shoot vines that entangle the victim - the
constantly focusing on different elements in its target is Hampered. Already Hampered targets are
surroundings. While easy to approach, it is next Grabbed. Grabbed characters are subjected to
to impossible to open a dialogue due to constant Verdant Tomb. Affected creature can spend a
change of interest. Its responses are random, and standard action to clean effects of Grasping Vines
attack (excluding Verdant Tomb).

- 24 -
Verdant Tomb! effect causes the characters to be hitpoints, negative, it is destroyed. Destroyed items
Stuck as the vines bind them and seek to burrow take week to return to dormant state if at least one
into their flesh. The victim takes 5 ongoing damage part is still functioning, however one functioning
(Champion tier: 10, Epic tier 20) each round. item can be bringing back only a single destroyed
Characters that die by Verdant Tomb effect raise as part at any time.
Vine Creatures themselves. Escaping Verdant Tomb Weakness: The only way to shut down incredible
requires either successful Hard save (16+) or vitality of Walking Fortress, is to climb the fortress
death of vine creature. on its back, and there find or subvert control
Verdant Regeneration: This creature heals 5 mechanisms.
(Champion tier: 10, Epic tier: 20) hitpoints at the Example: On a blow to huge forearm, its basic
start of their turn. It can regenerate five times per regeneration would be increased by regeneration
battle. If it heals to its maximum hit points, then from all other body parts, making it thirteen times
that use of regeneration doesn’t count against the the normal regeneration rate.
five-use limit. If a vine creature is hit by an attack Superior Trample: This creature automatically tramples
that deals fire damage, it loses one use of its everything in its path. Therefore trampling requires
regeneration, and it can't regenerate during its next only a move action to perform.
turn. Dropping a vine creature to 0 hp doesn't kill it [Special trigger] Superior Trample vs. PD (all
if it has any uses of regeneration left. creatures in walking fortress creature path)—
Triple damage due to Huge size. All trampled
creatures are Stuck until successful disengage check.
Walking Fortress Creature (x)* Miss: Half of the above.
This creature is a massive representative of its species, Slam vs. PD (all creatures in a group)—Triple
that carries a small fortification affixed to its back; this damage due to Huge size. After each successful
template can only be applied to a creature with a attack creature time to realign itself for a next
minimum of 4 legs or uses four limbs while moving. swing, losing ability to use Slam for one round. All
* Level Adjustment: To assess total level, treat this target creatures pop away.
creature as an encounter with multiple huge Miss: Half of the above.
creatures, where the number of the creatures is Walking Fortress: The walking fortress creature is a
based on the number of independent attacks that mobile combat platform, allowing it to carry
walking fortress creature can perform numerous warriors into battle with ease. While
simultaneously during its round. there are a number of unique walking fortress
Example: Default version Walking Fortress is capable creatures, a standard example has three spires—the
of making Superior Trample, Slam and three Siege forward battle tower, command tower, and rear
Attacks, therefore it counts as 5 huge creatures. battle tower. Each spire is outfitted with a siege
Living Construct: This creature's type becomes [Former engine and a small crew of defenders.
type, Construct]. R: Siege Engine (three attacks, cannot be used
Sum of Its Parts: While the shape of the creature is that against opponents engaged by walking fortress,
of the original, mechanically this each huge piece 1d3 creatures in a group or 1 structure) vs.
should be treated as a huge creature by itself. PD—Triple damage due to Huge size.
Example: Titanic humanoid would be composed of
huge forearms, huge upper arms, 2-piece huge
chest, 2-piece huge abdomen, huge head, huge War Creature
thighs and huge legs (thirteen huge creatures total). This being has been created for nothing but combat and
Each piece has the same hitpoints, defenses, attack battle.
and damage bonus, however not all pieces are Afterburner: This creature adds 3 to attack and all
capable of performing independent actions. defenses. Reduce this number by the current value
Immunity to Magic: This creature is immune to any of Escalation Die. Once the creature's afterburner
magic effect. reaches -3, it shuts down for one round, becoming
Titanic Regeneration 5: Each huge piece of this creature helpless. Afterward, it begins functioning at -3
regenerates at the rate of 5 hitpoints (Champion penalty until it takes a long rest.
tier: 10, Epic tier: 20) per round. When the
creature suffers damage to only some parts of the
body, it instinctively redirects healing toward White-Haired Ghoul Creature
damaged parts. Split healing rate from healthy These undead creatures are always clothed in long, white
body parts among damaged parts. Once a part of garments and they always have long, white hair.
the creature is brought below 0 hitpoints, it stops Undead: This creature's type changes to [Undead].
regenerating and becomes dormant (taking a day White Haired Magic vs. PD (quick action)—Target
before it recovers). If it is brought below half of creature is grabbed.

- 25 -
Rejuvenation: When a white-haired ghoul is destroyed, sized patch of ice and exit through any other patch
its phylactery immediately begins to rebuild the of ice within line of sight. Note: this is why
undead creature's body nearby. This process takes winterwight creatures tend to set freeze nearby
1d10 days—if the body is destroyed before that water before commencing combat.
time passes, the phylactery merely starts the Call Ice Centipede: As a standard action, winterwight
process anew. After this time passes, the ghoul creature may command via voice and gesture, a
awakens fully healed (albeit without any gear it centipede composed of crackling ice. It will stalk
left behind on its old body), usually with a burning out of any patch of ice and move toward objective
need for revenge against those who previously leaving glistening path of slippery ice in its wake.
destroyed it. The centipede freezes all nearby sources of water
Living Phylactery: An integral part of becoming a merely by passing it. Also, all nearby creature are
white-haired ghoul is the creation of a living subject of Cold Aura attack.
phylactery in which the creature stores its soul. Rain of Ice Shards: Ice shards rain down upon target
The only way to get rid of a white-haired ghoul for area (effectively hitting all targets in vicinity of the
sure is to destroy its phylactery. Unless its target) doing 5 points of damage (Champion tier:
phylactery is located and destroyed, a white-haired 10, Epic tier: 20) per round of winterwight
ghoul can rejuvenate after it is destroyed. White- concentration. The winterwight creature can
haired ghouls usually hide their souls in unwitting, maintain the Rain of Ice Shards for up to 5 minutes
innocent victims using them as living phylacteries. at the cost of one standard action per round.
Each white-haired ghoul must create its own living
phylactery by performing a ceremony for 8 hours
each night between full moon till the next cycle of Wounding Creature (lvl +1)
the full moon, during which time the intended The injuries inflicted by this creature are extremely
living victim must be bound and helpless on the difficult to heal.
ceremonial alter. Recurring Wounds: Record the damage dealt by this
creature during combat. The wounds reappear
again precisely 24 hours later. Then they appear
Winterwight Creature (lvl +1) again. And so on.
Elemental Undead: This creature's type changes to Nigh Unhealable: All wounds left by this creature fester,
[Elemental, Undead]. or at least heal incredibly slowly. All healing is
Vulnerability: holy. only half as effective.
Immune: cold, magical cold, negative energy. Necromantic Curse: Both Recurring Wounds and Nigh
Resist damage 16+: When an attack targets this Unhealable are necromantic curse effects. In order
creature, the attacker must roll a natural 16+ on heal both, a knowledgeable person must conduct
the attack roll or it only deals half damage. purification ritual that involves cleansing of body
Cold Aura: This creature draws body heat at great and spirit, and invocation to higher powers.
speed. Each round it can make a free Cold Aura Mar: This ability can be used when damage dealt by
attack. wounding creature (directly, indirectly and through
[Special trigger] Cold Aura vs. PD (all engaged reduction of healing) wold kill a creature affected
creatures)—5 ongoing damage (Champion tier: 10, would kill target creature. If the attack is
Epic tier 20), save ends. appropriate (GM’s discretion) it can leave a vicious
Blightfire: Each successful melee attack of winterwight scar, permanently blind her (or only take one eye),
creature may trigger free blightfire attack. leave a permanent aching sore, or remove an
[Special trigger] Natural 11+: A wound erupts with appendage. This applies to Recurring Wounds and
tongues of black fire dealing 5 ongoing cold and Nigh Unhealable abilities.
negative damage (Champion tier: 10, Epic tier
20), save ends. No creature can be affected by
more than one instance of blightfire, and
creatures that can die only via specific means
are Weakened instead of being hurt by it.
Blightfire damage has the following properties:
it heals slowly (requiring a long rest before it
can be healed via recoveries), while magical
healing heals only half as usual damage. Each
time blightfire damage is dealt, the winterwight
creature is healed by the same amount (excess
points are lost).
Pass through Ice: The creature may enter any body-

- 26 -
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It's a big, scary world out there, and for your players, it's gotten
nastier. 101 Not So Simple Monster Templates gives you more
options, more creative flexibility and more ways to just freak out
your players with new templates - itching to be added to any 13th
Age Roleplaying Game monster.

Enjoy simple templates like cowardly creature who just wants to run away (even if he is a
tarrasque). The Walking Fortress which makes the monster really big and puts a citadel on its
back, and the Riven Magic Creature, who just wants to drain you of your spells and break
your magic items.

This collection brings you an even more vast array of new options to suprise even the most
jaded of players with strange and exciting encounters. 101 Not So Simple Monster will give
your party something to remember for a long time - if they survive!

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