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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.
-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.
-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.
-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.
-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.
-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.
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.
-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.
- 10 -
[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
- 11 -
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
- 12 -
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.
- 13 -
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
- 14 -
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.
- 16 -
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.
- 17 -
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.
- 18 -
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.
- 19 -
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.
- 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
- 21 -
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).
- 22 -
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.
- 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.
- 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 -
OPEN GAME LICENSE Version 1.0a 10 Copy of this License: You MUST include a copy of this License with every copy of
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 the Open Game Content You Distribute.
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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!