d20 Silverthorne Games Book of Templates Deluxe Edition 3.5.pdf

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A d20 accessory for fantasy roleplaying
Requires the Dungeons & Dragons® hird Edition
Core Books, published by Wizards of the Coast, Inc.
his product utilizes updated material rom the v.3.5 revision.
Introduction
he old adage goes, “Variety is the spice of life.” So too is
it the spice of gaming encounters. Once players have famil-
iarized themselves with the creatures in various monster
compendiums, the mystery, excitement, and challenge of
an adventure are all dulled. Since most DMs don’t have
unlimited budgets to purchase the newest creature collec-
tions, it stands to reason that a better, more economical
alternative is to alter creatures already on hand. Enter the
template.
Each template in this volume was created to add un-
expected twists to monsters that would ordinarily elicit a
chorus of yawns from experienced players. hese new add-
ons can certainly keep players guessing and really put some
much-needed challenge into ordinarily easy encounters.
his book, then, is designed for a DM who wants to
shake up the preconceived notions of his or her players.
(When this book says “you,” it means “DM” and nobody
else—the efect of applying a template is always the do-
main of the wise adjudicator.) It is also for someone who
wants to get more mileage from the creatures presented in
the MM and elsewhere. Most of all, it is designed to allow
more creative freedom and lexibility in creating game ses-
sions that are interesting, exigent, and memorable.
Templates can also create opportunities for players to
play unique species or character types. As always, you must
decide which templates your players can have access to and
which they can’t. Also, be careful of allowing players to
simply read this whole book—doing so may ruin some of
the mystery this accessory provides.
Cover Artists
Roberto Campus
Interior Artists
Cara Mitten and Jeremey Mohler
Product Concept and Cover Layout
Ian S. Johnston
Inspiration and Support
Risa Johnston, Bimi Sims,
Bruce R. Tillotson, and John Zamarra
Designers
Ian S. Johnston and Chris S. Sims
Additional Design
Devon Apple, Erica Balsley, Robert Blezard,
Gregory W. Ragland, and Sean K. Reynolds.
Developer
Chris S. Sims
Dungeons & Dragons ® and Wizards of the Coast ® are registered trademarks of Wizards
of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. “d20 System”
and the “d20 System” logo are trademarks of Wizards of the Coast, Inc., a subsidiary of
Hasbro, Inc., and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.
Book of Templates is © 2005 Silverthorne Games. Silverthorne Games, the
Silverthorne logo, the shield and rose graphic are trademarks of Silverthorne Games.
All material content is © 2005 Silverthorne Games. he Shaman’s Handbook is © Green
Ronin and is used with permission wherever that work is referenced. All rights reserved.
Unauthorized duplication, use, or re-transmission of the contents of this work, either in
whole or in part is strictly prohibited without written authorization from Silverthorne
Games. his is a work of iction and any resemblance to actual persons living or dead is
purely coincidental.
Editor
John Cooper
Graphic Designer
Duncan Fielden
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Chapter 1:
Quickened
65
ArgentServitor
125
Modifying Monsters
MonsterTemplateFormat
Quickwood
65
Argentate Unicorn
126
Relentless
66
3
BeastLord
127
Gernanslakr
68
Table 1-1:
Kaavaak, Lord of Noble Tigers
128
Creature Statistics by Type
8
Savage
69
EbonServitor
129
Devaji
70
CreatureConstructionCharts
8
Kava’at-zahal Orcs
130
Table 1-2:
Scryling
71
Ethereal
132
Scryling Cat
72
Creature Size Statistics
12
Ether Kobold
133
Table 1-3:
Siphon
72
Fallen
134
Animavori
73
Creature Attributes by Size
13
Bysumaen
135
Table 1-4:
Spellpowered
75
Half-Genie
136
Whiteout Bear
76
Creature Changes by Size
13
Trueire Giant
138
Table 1-5:
VampiricCreature
76
Immortal
138
Increased Damage by Size
14
Blood Bolter
77
Mouth of Madness
139
Table 1-6:
VariantAugmentation
78
Mindbender
140
Creature Speeds by Size
14
Chapter 5: Constructs
Ablative
Bladeblaze Wyrm
141
Table 1-7:
Creature Challenge Rating
15
79
Redeemed
142
Table 1-8: Creature Level
Lesser Shield Guardian
79
Rausalyn
143
Adjustment Examples
17
Automaton
80
Shadowborne
144
Iron Behir
84
Darkjaunt Crawler
145
Chapter 2: Aberrations
Aberrant
Phantasmal
85
Spirit
145
18
Phantasmal Yrthak
87
Garbage Spirit
148
Petriier Fowl
23
Skinrug
88
Voidspawn
149
Wretched
24
Skinrug Grizzly
89
Ender Whale
150
Strangle Jelly
24
VariantConstructs
90
WarAspect
151
Vushwiyael
151
Chapter 3: Animals,
Chapter 6: Diminishing
Blightedhrall
Magical Beasts, & Vermin
ElderBeast
91
Chapter 12: Plants
Plantform
Unkindled
92
26
153
Degenerate
92
Elder Deer
28
hornfell Giant
157
Degenerate Sea Cat
95
NettlecloudVermin
28
Miniature
95
Man-Eater Tarantula
29
Chapter 13: Undead
CorpseVampire
hunderhead Dwarves
96
158
Infant Tyrannosaurus
97
Chapter 4: Augmenting
ArcaneServitor
Gnoll Corpse Vampire
160
30
Chapter 7: Dragons
BreathWeapon
Desiccated
160
Lillend Witch
30
98
Duneshambler
161
BlindOracle
31
Table 7–1: Breath Weapon
FleshboundVampire
162
Libran, the Centaur Seer
31
Damage and Range
98
BloodPawn
33
Pavil
164
Bloodboiler Rast
100
Grick Blood Pawn
34
Paleoskeleton
165
Dragon-Blooded
100
ChirurgicHorror
35
Triceratops Paleoskeleton
165
Vanhloda
101
Slashing Ettercap
37
Skinhusk
166
VariantHalf-Dragons
102
DeepOne
38
Dire Bear Skinhusk
168
Foulin Ettin
39
TerrorVampire
168
Chapter 8: Elementals
Elemental
Dreadnaught
40
Terror Harpy
170
105
Jokhup
40
TrueMummy
172
Flamewing Equine
106
Enchanted
42
Kaminheni, the Traveler
174
VariantElementals
107
Eldritch Snow Worm
42
Undead-Blooded
175
Fey-Kissed
43
Sven Varian
176
Chapter 9: Metatemplate
Half-Template
Faewasse
44
VariantUndead
177
108
Flying
44
VariantVampires
177
Table 9–1: Type Changes
Floating Heath
45
for Half-Creatures
108
Gigantic
46
Appendix I:
Demigorgon
113
Trogre
47
Dhampire
113
Campaign Options
SkillsandFeats
Baleful Bayer
48
Half-Troll
114
Hiveling
48
179
Swarming Shadowmantle
49
Nymph Child
115
Skills
179
Padrafyte
116
Hypermitotic
49
Feats
179
Hypermitotic Manticore
51
Spells
180
Chapter 10: Oozes
Amorphous
Legion
52
Bard
180
Fluxspider Brood Mother
53
117
Cleric
180
Slipshape Giant
118
Many-Headed
55
Druid
181
Amphisbaena
57
PuppeteerOoze
119
Ranger
181
Gray Puppeteer Ooze
120
Metallivore
57
Shaman
181
Vein-Seeker Behemoth
59
PuppeteerOozeHost
120
Sorcerer/Wizard
182
Welter Worg
122
MoonWildling
60
Domains
183
Moon Faun
60
Spell Descriptions
183
Chapter 11: Outsiders
OutsiderSubtypes
Necrovore
61
Osiris Beetle
63
123
Appendix II:
192
Psionic
64
Apocalyptic
123
OGC and Legal
Mind Tangler
64
Kurnus, Hound of the End Time
124
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Chapter 1:
Modifying Monsters
B ook of Templates presents nearly a hundred ways
for its increase in size and the +2 from the template, for
a total of +10. Use Table 1–4: Creature Changes by Size
(page 13) to determine appropriate changes to a creature
according to size. Table 1–2: Creature Size Statistics
(page 12) shows space and reach according to size, along
with attack, AC, and skill modiiers usual for a given size.
Damage: he creature’s type and size, whether from the
base creature or the templated form, most oten determine
damage from new attacks. Table 1–3: Creature Attributes
by Size and the damage categories for the creature types
were built in to avoid having to repeat damage by size and
type in each template. If the creature’s size changes, dam-
age from its natural and special attacks changes according
to Table 1–5: Increased Damage by Size (page 14). If the
damage is already higher than normal for a creature of the
original size, simply scale the base creature’s damage to
the next level.
Weapon damage may also be increased or decreased
along with size. Table 1–5: Increased Damage by Size ap-
plies to weapons as well.
Range: ( Optional ) Range of special abilities needn’t
increase with size, but it may, especially when the base
creature’s range seems too short for the new creature’s size.
Should you choose to modify range, the range of special
attacks and qualities increases by 33% of the current range
per step of increase in size, rounding up to the nearest
multiple of 5 feet. hus, an ability that starts with a range
of 30 feet rises to 40 feet with one size increase (30 × 0.33
= 9.9 + 30 feet [round up] = 40 feet). On the other hand,
range decreases to 67% of the current range per step of
decrease in size, round down to the nearest multiple of 5
feet. A 30-foot range thereby becomes 20 feet at one size
smaller (30 × .67 = 20.1, which is rounded down to 20
feet).
Abilities with ranges of fewer than 5 feet are unable
to leave the creature’s space or are only efective against
a single, adjacent opponent. Use the power itself as a
guide to whether or not range should change dramatically,
modestly, or at all, always considering what you want from
your new creature.
Speed: ( Optional ) Speed may also increase or decrease
with a similar change in size. See Table 1–6: Creature
Speeds by Size (page 14) to help you determine your
creature’s speed. While many creatures in the MM gain
little or no speed from size increases, it’s okay to tinker
with a templated monster’s speed just a bit.
A lying creature may lose one level of maneuverability
per two sizes it grows. Creatures with perfect maneuver-
ability might always keep such a designation, or fall no
further than to good maneuverability.
for altering monsters—like those found in the
MM —with each template providing a means to
modify certain creatures according to a themed set of ad-
justments. he general rules presented in this chapter are
essential guides to the rest of this book, and the templates
constantly refer back to them to avoid repetition. Whenever
a template suggests you do something, but doesn’t explain
exactly how, the rules are likely to be found here.
Monster Template Format
Each template is presented in a standard format . For the
changes to a creature, charts have been included in this
chapter (page 8) to make it more useful. Following is a
brief layout of how each template appears, along with some
things to keep in mind while using a template. General
rules for altering a creature’s attributes are also detailed in
the layout’s explanation.
Template Name
he name of the creature template appears at the top of the
entry. A brief background on the origin of or the rationale
for the template follows the name.
Appearance Changes
If any noticeable changes occur in the monster’s physical
appearance, resulting from taking the template in ques-
tion, they are noted here.
Creating a (Template Name)
Each template indicates whether it is acquired, inherited,
or neither. It also tells which type of creatures may be al-
tered by the template (allowable “base creatures”). Special
suggestions or other information may also be placed here.
he speciics of changing a templated creature’s attributes
follow this header. See the sidebar opposite for informa-
tion about template designations (acquired or inherited)
and when a template is missing alterations to some of a
creature’s attributes.
Size: Any change to the creature’s size is noted.
Related Attributes: Size changes always result in a
change in ability scores, attack and grapple modiiers due
to size, AC modiier due to size, Hide modiier due to
size, natural armor, and space/reach. he templates do not
include these changes unless one explicitly states it does.
his is very important, because each template’s bonuses are
balanced to account for any change in size that also occurs.
If a template changes the creature’s size to Large and ofers
a +2 Strength increase, for example, the creature gets +8
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Acquired, Inherited, or Neither
Sometemplatescanbeaddedto
creaturesanytime.Suchtemplates
arereferredtoasacquiredtemplates,
indicatingthecreaturedidnot
necessarilyalwayshavetheattributes
ofthetemplate.Othertemplates,
knownasinheritedtemplates,are
partofacreaturefromthebeginning
ofitsexistence.Creaturesareborn
orcreatedwiththesetemplates.
Templateswithouteitherdesignation
canbeeitheracquiredorinheritedas
youseeitforyourcampaign.
creatures,suchasspirits,havethe
abilitytoswitchbetweencorporeal
andincorporealforms.Othertimes,
itmightseemplausibletogivethe
templatetocertainincorporealbeings.
(Ghosts,forexample,arecorporealto
oneanotherontheEtherealPlaneand
mightworktocreatesomedeviceor
anotherforthemselves.)Ratherthan
limitingthetemplateswiththeword
“corporeal,”itislefttoyourjudgment
whetherparticulartemplatescanapply
toindividualincorporealbeings.
score,allstatisticsrelatedtothatability
scorearechangedtomatchthenew
score’smodiier.Remembertomake
suchchanges.Usingthisgeneralrule,
ahalf-iendmedusahassavingthrows
thatadvancelikethoseofanormal
medusa(goodRelexandWill)and
notaccordingtotheoutsidertype.
Likewise,ahalf-dragonogrestillhasan
attackprogressionfromthegianttype.
Keep It Simple
Makingtemplatedcreaturesismeantto
befun,notachore.Fretoverexactness
onlyasmuchasyouneedto,andbreak
anyruleaboutapplyingatemplate
thatyouneedtogetwhatyou’reafter
foryourgame.(Justbefaironstatistics
thatafectPCsurvival.)Smallstatistical
errorswon’tmattermuchforacreature
theheroeshavetoight.heplayers
willneverknow.Anddon’tbotherwith
statisticsyouwon’tneed—ifacreature
ismeanttobeabrawlerwithabrief
appearanceinthegame,don’tspend
alotoftimecreatingitsskillbonuses.
Infact,ifyou’recomfortabledoingso,
you’refreetotakeacreature,simply
applythespecialattacksandqualities
ofatemplate,uptheChallengerating
usingthehintsfoundinthisbook,and
gowithit.Usetherules,butdon’tlet
thembecomeaburden.
Missing Attribute Categories
Certainattributecategorieswillbe
missingfromatemplate.Don’tbe
dismayedorconfusedbythis.Rather
thanprovideeverycategoryand
write“sameasbasecreature”inthose
thatdon’tchange,templatessimply
leaveoutattributesthatthetemplate
doesn’texplicitlychange.Atemplated
creaturekeepsalltheabilitiesand
statisticsofthebasecreaturethatthe
templatedoesn’teliminateorchange,
whetherspeciicallyorbythealteration
ofattributestowhichasecondary
statisticisrelated.
Inheritedtemplatesrequiresome
specialtreatment,becausetheyare
supposedtorepresentachangethat
hasbeenpresentsincethecreature’s
birth.Ifaninheritedtemplategrantsa
racialmodiiertoIntelligence,there-
sultantcreature’stotalskillpointsneed
toberecalculatedandredistributed.
hisisbecausethetemplatehasbeen
therefromthecreature’sorigin,sothe
Intelligencebonushastoo.
Corporeal or Incorporeal
Anumberoftemplatesnoteliving
creaturesaslikelyrecipientsfor
atemplate’spowers,whileother
maybeallowedtoanycreature.In
mostcases,templatescanonlybe
addedtocorporealcreatures.Some
Forinstance,ifatemplateincreases
HitDice,allstatisticsrelatedtoHit
Dicearealteredtomatchthenew
total.Ifatemplatechangesanability
Type: Alterations to the creature’s type and subtypes
are presented. he words “change” or “become” mean to
exchange the creature’s old type for the listed one, unless
it’s already of the listed type. See Creature Types (page 8)
for more on creature types and traits.
Augmented Subtype: If a creature’s type changes, it
usually gains the appropriate augmented subtype, unless
the template speciically states otherwise. he augmented
subtype is always paired with the creature’s original type.
As a case in point, the cockatrice in the Aberrant template
(page 23) was originally a magical beast. he Aberrant
template changed the cockatrice’s type to aberration, so
the cockatrice has the “augmented magical beast” subtype.
he augmented subtype is really just tag or metatrait that
tells others the creature is one type but advances according
to another type as indicated by the augmented subtype.
Changing Type With the Augmented Subtype: A creature
with the augmented subtype gains only the traits associated
with its new type, except those that afect abilities it already
has. For example, a humanoid changed to a monstrous
humanoid gains the advantages of not being a humanoid,
but it doesn’t gain the monstrous humanoid’s Hit Die type,
base attack progression, or saving throw formulas—the
humanoid keeps its own. It may gain the monstrous
humanoid’s darkvision, unless you decide not to add that
trait according to some personal preference. When the
monstrous humanoid (augmented humanoid) advances,
it advances according to the humanoid type. Similarly, an
ooze (augmented humanoid) wouldn’t gain the ooze mind-
lessness trait or blindness, unless the template granted those
traits or the creature’s Intelligence is actually a nonability
(—). Templates that alter type in this way explain how a
new type’s traits are added, if any confusion could occur.
For example, the Amorphous template grants oozelike
traits, even though it doesn’t change a creature to an ooze.
Changing Type Without the Augmented Subtype: A
creature that gains a new type but not the associated
augmented subtype has changed completely into a new
creature. his is common with construct templates and
mindless undead templates. A template that instructs you
not to add the augmented subtype is also telling you to al-
ter all of the base creature’s statistics to match its new type,
from traits to base attack bonus to saves to skill points. he
creature also gains all traits associated with its new type.
Most templates that do this also remind you to change the
creature’s attributes as they relate to type.
Hit Dice (HD): Modiications to Hit Die type and
Hit Dice amount are noted. Removing all class Hit Dice
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