Pathfinder outsider template




















Read about it at Wikipedia. Aeons are a race of neutral outsiders who roam the planes maintaining the balance of reality. Agathions are beast-aspect outsiders native to Nirvana. This subtype is usually used for outsiders with a connection to the Elemental Planes of Air. Air creatures always have fly speeds and usually have perfect maneuverability.

Air creatures treat Fly as a class skill. Angels are a race of celestials, or good outsiders , native to the good-aligned outer planes.

These creatures always have swim speeds and can move in water without making Swim checks. An aquatic creature can breathe water. It cannot breathe air unless it has the amphibious special quality. Aquatic creatures always treat Swim as a class skill. Archons are a race of celestials, or good outsiders , native to lawful good -aligned outer planes.

A creature receives this subtype when something usually a template changes its original type. Some creatures those with an inherited template are born with this subtype; others acquire it when they take on an acquired template. Automatons are lawful neutral constructs with the extraplanar subtype. Azatas are a race of celestials, or good outsiders , native to chaotic good -aligned outer planes.

A behemoth is a neutral Colossal magical beast of great strength and power. Behemoths possess the following traits unless otherwise noted. This subtype is applied to the humanoid felines called catfolk and creatures related to catfolk. This subtype is usually applied to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change, they still retain the subtype.

Any effect that depends on alignment affects a creature with this subtype as if the creature had a chaotic alignment , no matter what its alignment actually is.

The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields are chaotically aligned. Clockworks are constructs created through a fusion of magic and technology. They have the following traits unless otherwise noted. In addition to the standard special abilities and qualities granted by the clockwork subtype, many clockwork designs incorporate more abilities designed by their engineers.

The following examples are intended to help GMs build new clockworks or modify existing ones. Some of the most common clockwork special abilities have been gathered in this section along with a number of new ones.

A creature with the cold subtype has immunity to cold and vulnerability to fire. Colossi are Mythic constructs of Gargantuan size or larger.

Daemons are neutral evil outsiders that eat souls and thrive on disaster and ruin. Dark folk are reclusive subterranean humanoids with an aversion to light. This subtype is applied to deep ones and creatures related to deep ones, such as deep one hybrids.

Creatures with the deep one subtype have lowlight vision. Demodands are chaotic evil outsiders who stalk the Abyss. Demons are chaotic evil outsiders that call the Abyss their home. Devils are lawful evil outsiders that hail from the plane of Hell. Divs are neutral evil outsiders that sow misfortune and ruin.

Read more about Daeva at Wikipedia. This subtype is applied to dwarves and creatures related to dwarves. This subtype is usually used for outsiders with a connection to the Elemental Planes of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock. Earth creatures with a burrow speed possess tremorsense.

An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. This subtype is applied to elves and creatures related to elves. Creatures with the elf subtype have low-light vision. This subtype is usually applied to Outsiders native to the evil-aligned Outer Planes. Evil Outsiders are also called fiends.

Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment , no matter what its alignment actually is. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields are evil-aligned.

This subtype is applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane , and every creature whose native plane is not the Material Plane has the extraplanar subtype but would not have it when on its home plane. Every extraplanar creature in this book has a home plane mentioned in its description.

No creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane , the Ethereal Plane , or the Plane of Shadow. A creature with the fire subtype has immunity to fire and vulnerability to cold. A giant is a humanoid creature of great strength, usually of at least Large size.

Giants have a number of racial Hit Dice and never substitute such Hit Dice for class levels like some humanoids. Giants have low-light vision , and treat Intimidate and Perception as class skills. This subtype is applied to gnomes and creatures related to gnomes. Goblinoids are stealthy humanoids who live by hunting and raiding and who all speak Goblin. Goblinoids treat Stealth as a class skill. Source : PZO All Godspawn are Colossal magical beasts that possess the following traits.

Hibernation Ex Godspawn can sleep for years, decades, or even centuries and do not need to eat or breathe during these periods of dormancy. If a godspawn is forced into an environment where it cannot breathe and would suffocate, it goes into hibernation until conditions are right for it to reawaken. Regeneration Ex All godspawn possess regeneration , and no form of attack can suppress this regeneration ; they regenerate even if disintegrated or slain by a death effect.

If a godspawn fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is dealt to its remains. It can be banished or otherwise transported as a means to save a region, but a method to kill godspawn has yet to be discovered. Unstoppable Force Ex A godspawn can always charge , even if its movement is impeded or its path is blocked by another creature. In addition, the natural weapons of a godspawn ignore all forms of damage reduction and hardness.

This subtype is usually applied to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype.

Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment , no matter what its alignment actually is. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields are good-aligned. A Great Old One is a powerful, alien entity—a being from another world, from another dimension, or even from the distant past or future.

Larvae that feed long enough on Abyssal filth eventually transform into demons. They have cold, electricity, and fire resistance 10, and instead of a slam attack gain a bite attack as appropriate for their size. In time, after experiencing the pleasures Elysium has to offer, the chosen become azatas. After spending enough time aiding heavenly tasks, the elect become archons. They gain a fly speed equal to their base speed average mobility.

Those who endure the torments of Hell long enough may eventually be approved for transformation into devils. The damned gain immunity to fire but not immunity to the pain caused by fire—whenever one of the damned takes fire damage, it must make a DC 15 Fortitude save to resist being stunned by the pain for 1d4 rounds. After wallowing in the chaos of Limbo for long enough, they can transform into proteans. The shapeless have the incorporeal subtype, an incorporeal touch attack, and all advantages granted by that defensive ability.

Upon achieving true enlightenment, they transform into agathions. Upon deciphering the riddles posed by these complex lines of script, one of the remade can enter an axiomite forge to be transformed into an inevitable. A direct adaption of random treasure rules in Ultimate Campaign.

NE Small Humanoid goblinoid. Senses darkvision 60 ft. HD 4 or less as base creature 1. The traditional monster generator will allow you to advance creatures your players know well into creatures with twists they never saw coming. PF2EZ calculates encounter balance for you giving you a budget to spend on your encounter. Basic syntax for bold italic and bullet points is supported in fields that support text styling.

Instead the system upgrades monsters adds templates classes and more all automatically. Pathfinder Random Encounter Generator.

The download link is below. Creature Templates Source Bestiary Some creatures possess a template to build others of their kind. A template is a set of rules that you apply to a monster to transform it into a different monster. Usable with Summons Yes.



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