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エアリアル(CR+0あるいは+1) Aerial

出典 Monster Summoner's Handbook 18ページ
先天性/後天性:先天性
単純なテンプレート:肯
招来に使用可能:可――Requires the feat Versatile Summon Monster or Versatile Summon Nature's Ally

 Aerial creatures are native denizens of the Elemental Planes of Air, and they possess unique adaptations to help them survive there. This template can be applied only to a non-outsider with none of the subtypes that follow: air, cold, earth, fire, or water. An aerial creature’s CR increases by 1 only if the base creature has 5 or more HD.

再構築ルール:Type gains the air subtype; Senses gains darkvision 60 ft.; Defensive Abilities gains DR and resistance to electricity as noted on the table below; Speed gains a fly speed equal to its highest speed with perfect maneuverability (maximum fly speed of 10 feet per HD); Attacks gains bonus electricity damage as noted on the table below on attacks with natural weapons and metal weapons.

ヒット・ダイス DR [雷撃]に対する抵抗 [雷撃]ダメージ
1~4 10 1ポイント
5~10 3/ー 15 1d6
11~ 5/ー 20 2d6

アルケミカリィ・インヴィジブル種(CR+2) Alchemically Invisible

出典 Rival Guide 47ページ
先天性/後天性:先天性
単純なテンプレート:肯
招来に使用可能:不可
 アルケミカリィ・インヴィジブル種クリーチャーも、その状態の結果として狂気の発作に苦しむ。

 クイック/再構築ルール:クリーチャーは生来に不可視状態であるが、1ラウンドの間混乱状態とならないように、戦闘の各ラウンドの開始時にDC 15の意志セーヴを試みなければならない。

Aqueous(CR+0あるいは+1) Aqueous

出典 Monster Summoner's Handbook 19ページ
先天性/後天性:先天性
単純なテンプレート:肯
招来に使用可能:可――Requires the feat Versatile Summon Monster or Versatile Summon Nature's Ally
 Aqueous creatures are native denizens of the Elemental Planes of Water, and they move with a unique grace underwater. This template can be applied only to a non-outsider that has none of the following subtypes: air, cold, earth, fire, or water. An aqueous creature’s CR increases by 1 only if the base creature has 5 or more HD.

再構築ルール:Type gains the water subtype; Senses gains darkvision 60 ft.; Defensive Abilities gains DR and resistance to cold as noted on the table below; Speed gains a swim speed equal to its highest speed + 10 ft.; Attacks gains bonus cold damage as noted on the table below on attacks with natural weapons and metal weapons.
Hit Dice DR Resist Cold Cold Damage
1-4 - 10 1 point
5-10 3/- 15 1d6
11+ 5/- 20 2d6

Black-Blooded Creature(CR+3) Black-Blooded Creature

出典 Pathfinder #18: Descent into Midnight 82ページ
先天性/後天性:先天性
単純なテンプレート:否
招来に使用可能:不可
 None can claim to fully understand all of the properties of the black blood that courses through the depths of the Darklands. Freezing regardless of temperature and fundamentally charged with deadly negative energies, the viscous ooze empowers the magic of the dead while it fouls and destroys nearly every living thing it touches. Yet not everything is destroyed by the profane substance’s corruptive touch. Some rare beings refuse to be drained of life, and for their tenacity the black blood disfigures them as if by some cruel whim.

 Black-blooded creatures are monstrosities warped by exposure to the vile fluids that pervade the Land of Black Blood. Sometimes born of creatures living on the shores of the Caltherium or those subjected to the necromantic fluids as part of cruel experiments, such beings prove exceedingly rare. Those that do exist, however, are crazed and physically warped abominations, living manifestations of the destructive black blood, their paths tainted by endless secretions of the freezing pollution and the ruined lifeless forms of all they encounter. Fortunately, most mutated by the black blood don’t live for long, as no mortal form can suffer the negatively charged. But, in the depths of the Darklands—to the fright of the inhabitants of those already deadly realms—there are known to be some terrifying exceptions.

"Black-blooded" is an acquired template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin (referred to hereafter as the base creature).

A black-blooded creature uses all the base creaturefs statistics and abilities except as noted here.

Size and Type: The creature’s type changes to aberration and it gains the aquatic subtype. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged.

Speed: A black-blooded creature gains a swim speed equal to its base movement speed. If it can already swim, use the higher of the two swim speeds.

Armor Class: Natural armor increases by +2 (this stacks with any natural armor bonus the base creature has).

Damage: A black-blooded creature retains all of the attacks and damage of the base creature, but deals an additional 1d6 points of cold damage on all attacks.

Special Attacks: A black-blooded creature retains all the special attacks of the base creature and gains the following special attack.

Breath Weapon (Su): 30-foot cone of black blood, once every 1d4 rounds, damage 6d6 cold. A successful Reflex save (DC 10 + 1.2 black-blooded creaturefs racial HD + black-blooded creaturefs Con modifier) reduces damage by half.

Special Qualities: A black-blooded creature has all the special qualities of the base creature, plus darkvision out to 120 feet, low-light vision, and the amphibious quality. A black-blooded creature has immunity to ability drain, cold, energy drain, and poison.

Blood Rain (Su): Black-blooded creatures constantly leak and spray bursts of freezing black blood. Any creature within 15 feet of a black-blooded creature takes an amount of cold damage equal to the black-blooded creature’s Constitution modifier.

Tainted Life (Ex): The black blood is antithetical to all life and consumes all but the heartiest hosts. Any creature with the black-blooded template must make a DC 15 Fortitude save every day or take 1d4 points of Constitution damage.

Abilities: Increase from the base creature as follows: Str +2, Dex +2, Con +4, Int –4, Cha +2.

Skills: A black-blooded creature has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.

Environment: The Land of Black Blood.

Challenge Rating: Same as base creature +1.

Alignment: Always chaotic evil.

Level Adjustment: Same as base creature +3.

Boreal Creature(CR+1) Boreal Creature

出典 Pathfinder #67: The Snows of Summer 72ページ
先天性/後天性:後天性
単純なテンプレート:否
招来に使用可能:可
 In realms where the icy hand of winter seldom (or never) releases its frigid grasp, some particularly hardy creatures have evolved to better survive in these harsh environments, becoming stronger and much more dangerous. These boreal creatures mostly resemble members of their kind that dwell in more temperate climates, but their fur and skin are much paler, and it is not uncommon for parts of these creatures to be cloaked in frost.

Creating a Boreal Creature

“Boreal” is an inherited template that can be added to any Huge or smaller corporeal creature. This template cannot be applied to a creature with the fire subtype.

Challenge Rating: Same as the base creature +1.
Type: The creature gains the cold subtype. If this subtype is applied to a creature with the animal or vermin type, the creature’s type changes to magical beast. Do not recalculate its Hit Dice, base attack bonus, saves, or skill points.
Attacks: A boreal creature’s natural attacks deal an additional 1d6 points of cold damage.
Abilities: Str +2, Con +2.
Skills: The creature receives a +4 bonus on Stealth and Survival checks in snow. An aquatic boreal creature receives a +4 racial bonus on Stealth and Survival checks at all times in frigid waters (its natural habit), instead of in snow.
Environment: The creature’s natural environment changes to a cold climate.
Special Qualities: A boreal creature gains the following special quality.
Trackless Step (Ex): A boreal creature does not leave a trail in snow and cannot be tracked. It can choose to leave a trail, if it so desires. This special quality does not apply to aquatic boreal creatures.

Calcified(CR+1) Calcified

出典 Plunder and Peril 60ページ
先天性/後天性:先天性
単純なテンプレート:否
招来に使用可能:不可
 A creature with the calcified template is preserved by the toxic fluids pumped into its body by an incutilis lord. Though the creature’s identity is lost and its life soon fades, the incutilis lord retains use of the creature’s feats, physical skills, extraordinary abilities, spell-like abilities, and supernatural abilities. This template can be applied to any living corporeal creature.

再構築ルール:Senses darkvision 60 ft.; AC increase natural armor by 4; Immune mind-affecting effects; Ability Scores +4 Str and Con. A calcified creature has no Intelligence score, but can use its physical skills as directed by the incutilis lord that created it and does not lose any skill ranks. Skills: +8 racial bonus on Stealth checks in dim or no light.

Child of Yog-Sothoth(CR+1) Child of Yog-Sothoth

出典 Pathfinder #113: What Grows Within 82ページ
先天性/後天性:後天性
単純なテンプレート:否
招来に使用可能:不可
 Creatures born of mortal flesh infused with the essence of the outer god Yog-Sothoth, these deviant children are often tasked with preparing the world for further incursions from other dimensions or agents of the Elder Mythos. Traditionally, the process of creating a child of Yog-Sothoth involves a blasphemous ritual that uses a mortal creature (typically a human) as an incubator. For the purpose of this ritual, gender is irrelevant. Giving birth to a child of Yog-Sothoth is always fatal. In most cases, the ritual results in the birth of twins—one a child of Yog-Sothoth, which can pass for a time as a member of the race of the creature in which it incubated, and one that cannot. Those twins that inherit a monstrous appearance take more after the Outer God itself in form, and are known as the spawn of Yog-Sothoth (Pathfinder RPG Bestiary 4 251).

“Child of Yog-Sothoth” is an inherited template that can be added to any living corporeal creature (referred to hereafter as the base creature), but typically, humanoids and animals are those chosen by the cult of Yog-Sothoth to carry the Outer God’s gifts. A child of Yog-Sothoth retains all of the base creature’s statistics and special abilities, except as listed below.

Challenge Rating: Base creature’s CR + 1.

Alignment: Any chaotic. The vast majority of the children of Yog-Sothoth are chaotic evil. While a good-aligned child of Yog-Sothoth is theoretically possible, such a creature would be significantly unusual in that it would need to have been separated at an early age from the cult that caused its creation, and allowed to mature with the strong guidance of a good-aligned mentor or parental figure.

Type: The creature’s type changes to aberration (augmented). Do not recalculate its base attack bonus, saves, or skill ranks.

Senses: The creature gains all-around vision and low-light vision.

Armor Class: A child of Yog-Sothoth has either a +1 natural armor bonus for every 2 Hit Dice it has or the base creature’s natural armor bonus, whichever of the two leads to a higher result.

Hit Dice: Change the creature’s racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged.

Defensive Abilities: A child of Yog-Sothoth gains cold resistance 10 and fire resistance 10. It has spell resistance equal to its CR + 11, and has a +4 racial bonus on saving throws against mind-affecting effects. A child of Yog-Sothoth is immune to disease and poison.

Attacks: While the abdominal tentacles of a child of Yog-Sothoth are merely unsightly sensory organs, the sucker-shaped mouth at the tip of its tail is a primary attack that the child can use as long as it is not concealing its features (see Special Qualities below). A hit with the tail deals bite damage as normal for a creature of the child’s size (1d6 points of damage for a Medium child).

Special Attacks: A child of Yog-Sothoth gains the following special attacks.

Blood Drain (Ex): A child of Yog-Sothoth can drain blood from a grappled or helpless foe via its tail mouth, dealing 1d2 points of Constitution damage per round it does so.

Spell-Like Abilities: A child of Yog-Sothoth gains the following spell-like abilities (the save DCs of these abilities are calculated using the child’s Intelligence score as a result of its magic savant special quality, and its caster level equals its Hit Dice): 3/day comprehend languages, detect thoughts, hypnotism; 1/day invisibility; 1/week contact entity I. A child of Yog-Sothoth with 5 Hit Dice adds contact entity II to its 1/week spell-like abilities. A child of Yog-Sothoth with 9 Hit Dice adds contact entity III to its 1/week spell-like abilities. A child of Yog-Sothoth with 13 Hit Dice adds contact entity IV to its 1/week spell-like abilities. A child of Yog-Sothoth with 17 Hit Dice adds gate to its 1/week spell-like abilities.

Stench (Su): A child of Yog-Sothoth always exudes an unpleasant scent. As a swift action, the child can intensify this scent, causing it to become truly nauseating. All living creatures within 30 feet must succeed at a Fortitude saving throw (DC = 10 + 1/2 the child’s HD + the child’s Constitution modifier) or become nauseated for 1 round. The child can exude this nauseating stench for a number of rounds per day equal to its total Hit Dice, but these rounds need not be consecutive. Each round the child wishes to maintain the stench, it must use a swift action to do so. The stench is a poison effect.

Special Qualities: A child of Yog-Sothoth gains the following special quality.

Conceal Features: A child of Yog-Sothoth gains a +8 racial bonus on checks to disguise itself as a typical member of the base creature’s species (although it always appears as a particularly sizable member of that race) if it takes the time to don clothing or armor to hide its monstrous qualities. When it does so, it loses access to all-around vision and can’t make its tail attack.

Magic Savant: A child of Yog-Sothoth’s intrinsic understanding of magic allows it to modify the concentration checks and save DCs of its racial spell-like abilities (whether from the base creature or from this template) that are normally affected by Charisma to be modified instead by the child’s Intelligence modifier. This doesn’t affect actual spellcasting ability, such as that granted by sorcerer levels.

Weaknesses: A child of Yog-Sothoth gains the following weakness.

Loathed: Children of Yog-Sothoth are loathed by animals and psychopomps. Both types of creatures gain a +4 bonus on Perception checks and Sense Motive checks against a child of Yog-Sothoth, and receive a +2 morale bonus on attack rolls and weapon damage rolls against such targets.

Ability Scores: Str +2, Con +4, Int +4, Cha –2.

Feats: A child of Yog-Sothoth gains Toughness as a bonus feat.

Skills: A child of Yog-Sothoth gains a +8 racial bonus on Disguise checks to appear as a typical specimen of the base creature when it is using its conceal features ability. All Knowledge skills and Spellcraft are class skills for a child of Yog-Sothoth; a child of Yog-Sothoth gains a +4 racial bonus on Knowledge (arcana) and Spellcraft checks.

Chthonic(CR+0あるいはCR+1) Chthonic

出典 Monster Summoner's Handbook 19ページ
先天性/後天性:先天性
単純なテンプレート:肯
招来に使用可能:可――Requires the feat Versatile Summon Monster or Versatile Summon Nature's Ally

Chthonic creatures are native denizens of the Elemental Planes of Earth. They produce acid, which they use to help them burrow quickly through the dense rock of their homes. This template can be applied only to a non-outsider that has none of the following subtypes: air, cold, earth, fire, or water. A chthonic creature’s CR increases by 1 only if the base creature has 5 or more HD.

再構築ルール:Type The creature gains the earth subtype; Senses gains darkvision 60 ft.; Defensive Abilities gains DR and resistance to acid as noted on the table below; Speed gains a burrow speed equal to half its highest speed (its tunnels always collapse behind it, and never leave behind a usable passage); Attacks gains bonus acid damage as noted on the table below on attacks with natural weapons.
Hit Dice DR Resist Acid Acid Damage
1-4 - 10 1 point
5-10 3/- 15 1d6
11+ 5/- 20 2d6

Colour-Blighted(CR+0) Colour-Blighted

出典 Pathfinder #46: Wake of the Watcher 77ページ
先天性/後天性:先天性
単純なテンプレート:肯
招来に使用可能:可
A creature with the colour-blighted simple template appears hideously deformed and glows with the same unnamable color as the creature that blighted it. A colour-blighted creature’s quick and rebuild rules are the same.

再構築ルール:A colour-blighted creature’s ability scores suffer drain as a result of being fed upon by a colour out of space, but once a creature gains this template, it becomes immune to further feed attacks from colours out of space until it loses the colour-blighted simple template. A Charisma score drained to 0 by a colour out of space’s feed attack is raised to 1; other ability scores are not altered. In order to remove this simple template from a creature, one need only restore all of its drained ability scores to normal. As long as a creature suffers the colour-blighted template, it becomes strangely aggressive toward creatures that do not exude the colors of a colour out of space, and gains a +1 bonus on attack rolls and weapon damage rolls against such targets. Every 24 hours, a creature suffering from this simple template must make a DC 12 Fortitude save to resist crumbling into fine white ash—such a doom means instant death and, for many color-blighted creatures, their only chance at escape from a life filled with pain.

Commando Construct(CR+1あるいはCR+2) Commando Construct

出典 Construct Handbook 36ページ
先天性/後天性:先天性
単純なテンプレート:否
招来に使用可能:不可
Commando constructs are elite fighting machines that often operate alone or in small squads. Although they are skilled combatants, these constructs can handle a variety of clandestine activities, including assassination, infiltration, kidnapping, and sabotage. They are most often found wandering the plains of Numeria, or under the service of a local warlord.

“Commando construct” is an acquired template that can be added to any construct, referred to hereafter as the base creature.

Challenge Rating: If the base creature has 9 or fewer HD, base creature’s CR + 1; if base creature has 10 or more HD, base creature’s CR + 2.

Type: A commando construct gains the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Armor Class: A commando construct’s natural armor bonus increases by 4.

Hit Dice: Change the commando construct’s Hit Dice to d12s. Additionally, a commando construct gains 1-1/2 times the normal bonus hit points for a construct of its size.

Special Attacks: A commando construct gains special attacks chosen from the list below. A commando construct with 8 HD or fewer selects one option, a commando construct with 9–12 HD selects two options, and a commando construct with 13 HD or more selects three options. Each option can be selected only once.

Brutal Attacks (Ex): When a commando construct makes two successful melee attacks against the same target in 1 round, its attacks either rend flesh or crush bones. This deals an additional amount of damage equal to the damage dealt by its highest-damage successful melee attack plus twice the commando construct’s Strength modifier.

Energy Attacks (Su): Pick one energy type: acid, cold, electricity, or fire. Each of the commando construct’s melee attacks deals 1d6 points of energy damage of the chosen type on a hit.

Extra Attack (Ex): When using the full-attack action, a commando construct can make one extra attack per round at its highest base attack bonus.

Knockdown Strike (Ex): When a commando construct makes a successful melee attack, it can forgo dealing its normal damage to its target and instead attempt a free combat maneuver check. If the construct is successful, the target takes damage equal to the commando construct’s Strength modifier and is knocked prone. This is treated as a trip attack for the purpose of creatures that can’t be tripped or that have bonuses or weaknesses against trip combat maneuvers. On a failed combat maneuver check, the commando construct is not tripped in return. This ability works only on creatures of a size equal to or smaller than the commando construct.

Knockout Strike (Ex): As a full-attack action, a commando construct can unleash a devastating strike with one of its melee attacks that can instantly knock a target unconscious. If a commando construct hits and the target takes damage from the attack, the target must succeed at a Fortitude save (DC = 10 + half the commando construct’s HD + the commando construct’s Strength modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target can attempt a new saving throw to regain consciousness. Creatures immune to critical hits or nonlethal damage are immune to this ability.

Precision (Ex): A commando construct rolls twice to confirm critical hits, taking the more favorable result.

Reach (Ex): The reach of all of a commando construct’s melee attacks increases by 5 feet.

Retaliatory Strike (Ex): Whenever an enemy makes a successful melee attack against a commando construct or an adjacent ally, the enemy provokes an attack of opportunity from the commando construct.

Sneak Attack (Ex): As per the rogue class feature. The number of additional sneak attack dice is based on the commando creature’s Hit Dice.

Sundering Blows (Ex): Whenever a commando construct confirms a critical hit with a melee attack, it deals an amount of damage to the target’s armor or shield equal to the melee damage as if it had also succeeded at a sunder combat maneuver.

Ability Scores: Str +4, Dex +4.

Feats: A commando construct gains one bonus combat feat, plus an additional combat feat for every 4 HD (to a maximum of 10 feats from this ability).

Special Qualities: A commando construct gains following special abilities.

Energized Alacrity (Su): Once per minute as a swift action, a commando construct can draw power from special energizing transmitters attached to its body. When doing so, the commando construct gains a +30-foot bonus to all of its speeds for 1 round. Additionally, when making a full attack during this round, the commando construct can move up to its speed either before or after it attacks. This movement provokes attacks of opportunity as normal.

Tactical Awareness (Ex): A commando construct gains a +2 bonus on initiative checks. This bonus increases by 1 for every 5 HD the commando construct has (to a maximum of +6 at 20 HD). Additionally, a commando construct is never considered an unaware combatant and is always able to act in the surprise round. A commando construct is still flat-footed in the surprise round until it acts.
Construction
A commando construct’s materials cost an additional 10,000 gp above the base creature’s cost. The Craft check required to make the body has a DC 4 higher than normal for the base construct’s kind. The construct is animated using a special laboratory or workroom that costs 1,000 gp to establish. If the creator is personally constructing the creature’s body, the crafting and the ritual can be performed simultaneously. The creator must have a minimum caster level 1 higher than the base creature’s minimum required caster level. In addition, the following spells must be cast during the ritual: bull’s strength, greater heroism, and limited wish.

Counterpoised(CR+0あるいはCR+1) Counterpoised

出典 Champions of Balance 33ページ
先天性/後天性:先天性
単純なテンプレート:肯
招来に使用可能:可――Requires the feat Summon Neutral Monster
 Counterpoised creatures dwell in the Outer Planes where balance between elements or ideologies is paramount, but they can be summoned using spells such as summon monster and planar ally. A counterpoised creature’s CR increases by 1 only if the base creature has 5 or more Hit Dice. A counterpoised creature’s quick and rebuild rules are the same.

再構築ルール:Senses gains darkvision 60 ft.; Defensive Abilities gains DR and energy resistance as noted on the table; SR gains SR equal to new CR +5; Special Attacks smite bias 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against a foe that is chaotic evil, chaotic good, lawful evil, or lawful good; smite persists until the target is dead or the counterpoised creature rests).
Hit Dice Resist Cold, Electricity, and Fire DR
1-4 5
5-10 10 5/adamantine
11+ 15 10/adamantine

Cytillesh Zombie(CR+1) Cytillesh Zombie

出典 No Response from Deepmar 21ページ
先天性/後天性:先天性
単純なテンプレート:否
招来に使用可能:可

 The cytillesh zombies presented here use a hybrid monster template that is easy to duplicate. The base creature gains the fast zombie template presented on page 289 of the Pathfinder RPG Bestiary. It also gains +4 Turn Resistance and Cytillesh Symbiosis (see the Cytillesh Zombie stat block). The cytillesh zombie template increases a zombie’s challenge rating by 1. In the context of this adventure, this template can only be added to a creature suffering the effects of exposure to cytillesh fungus that imbibes concentrated cytillesh with caphorite and lazurite granules (see area B12).

Dark(CR+0あるいはCR+1) Dark

出典 Monster Summoner's Handbook 19ページ
先天性/後天性:先天性
単純なテンプレート:肯
招来に使用可能:可―― Requires the feat Versatile Summon Monster

 Dark creatures are native denizens of the Plane of Shadow, and generally have a dark gray or deep purple coloration. This template can be applied only to a non-outsider that has none of the following subtypes: air, cold, earth, fire, or water. A dark creature’s CR increases by 1 only if the base creature has 5 or more HD.

再構築ルール: Senses gain darkvision 60 ft. and low-light vision; Defensive Abilities gains DR and resistance to cold and electricity based on its Hit Dice, as noted on the table below; SR gains SR equal to its new CR + 5.
Hit Dice DR Resist Cold and Electricity
1-4 - 5
5-10 5/Magic 10
11+ 10/magic 15

Dark Ice(CR+1) Dark Ice

出典 Carnival of Tears 32ページ
先天性/後天性:先天性
単純なテンプレート:否
招来に使用可能:不可
 Under the influence of the cold rider, the frigid clutch of winter’s malice entered the hearts of Syntira’s fey and transformed them to ice. Now, empowered by the cold hate of the Witch Queen, her former companions are ready to exact a brutal vengeance against the people of Falcon’s Hollow.

“Dark ice creature” is an acquired template that can be added to any fey without the fire subtype (hereafter referred to as the base creature). A dark ice creature uses all of the base creature’s statistics except as noted here.

Size and Type: The creature’s type is unchanged, but it gains the cold subtype. Its size is unchanged.

AC: A dark ice creature’s natural armor bonus improves by +4, as a layer of thick permafrost toughens its now leathery skin and coats its body with a thin but durable shell of ice.

Defensive Abilities: A dark ice creature retains the base creature’s defensive abilities and gains the following.

Fast Healing (Su): As long as a dark ice creature is in contact with ice or snow it heals 3 hit points per round.

Immunity to Cold (Ex): A dark ice creature is immune to cold.

Weaknesses: A dark ice creature retains the base creature’s weaknesses and gains the following.

Fire vulnerability (Ex) A dark ice creature takes 1-1/2 times as much damage from fire.

Attack: A dark ice creature grows jagged oversized icicle talons in place of fingers, paws, or hooves, and it gains two vicious claw attacks if it did not already have them.

Damage: Use the damage below or the base creature’s claw damage, whichever is better.
Size|Claw Damage
Fine|1
Diminutive|1d2
Tiny|1d3
Small|1d4
Medium|1d6
Large|1d8
Huge|2d6
Gargantuan|3d6
Colossal|4d6
Special Attacks: A dark ice creature retains the base creature’s special attacks and gains the ones listed below:

Frigid Touch (Su) Once per day, a dark ice creature may make a touch attack against a foe to deal 1d6 points of Dexterity damage by freezing its blood in its veins and numbing its bones.

Frosty Grasp (Su) A dark ice creature’s natural attacks, as well as any weapons it wields, deal an additional 1d6 points of cold damage.

Abilities: A dark ice creature’s ability scores are modified as follows: Str +2, Con +2.

Environment: Any cold.

Challenge Rating: As base creature +1.

Alignment: Always evil (any).

Level Adjustment: —

Degenerate(CR-1) Degenerate

出典 Pathfinder #99: Dance of the Damned 288ページ
先天性/後天性:先天性
単純なテンプレート:肯
招来に使用可能:不可
Degenerate creatures are weaker than their ordinary cousins.

クイック・ルール:-2 on all rolls (including damage rolls) and to special ability DCs; -2 to AC and CMD; -2 hp/HD.

再構築ルール:Ability Scores -4 to all ability scores (minimum 1).

Demonic Vermin(CR+1) Demonic Vermin

出典 The Worldwound 52ページ
先天性/後天性:両方
単純なテンプレート:否
招来に使用可能:不可
 Deskari’s influence upon the Worldwound’s verminous life cannot be ignored for long by visitors to this tainted land. While some giant vermin have resisted Deskari’s influence, most have succumbed to it. Such creatures are almost always encountered along the Worldwound’s periphery. As one travels deeper into the blighted land, the immense insects, spiders, and other vermin encountered in the canyons and rivers take on an increasingly unsettling intelligence and demonic features. In many ways, these demonic vermin are no longer true denizens of the Material Plane—they are, after a fact, what happens when the chaos and evil of the Abyss infuse a mindless creature. They are the unholy spawn of vermin—and mortal sins.

Countless variations of demonic vermin exist in the forbidding wasteland that is the Worldwound. When a nest of similar monsters is encountered, they all typically share the same demonic powers and traits, but another nest of the same species could exhibit entirely different abilities, depending on the nature of the Abyssal energies that have corrupted and transformed them. Uncorrupted giant vermin that wander into or are otherwise brought into the Worldwound do not immediately fall victim to this vile transformation, but several months of exposure can, at the GM’s whim, cause such creatures to spontaneously transform into one of these hideous monstrosities.

“Demonic vermin” is an inherited or acquired template that can be added to any vermin (hereafter referred to as the base creature). A demonic vermin retains all the base creature’s statistics and special abilities except as noted here.

CR: Same as the base creature +1.
Alignment: Chaotic evil.
Type: The creature’s type changes to magical beast. Do not recalculate HD, BAB, or saves. While a demonic vermin is not an outsider, it is treated as if it had the demon subtype for the purposes of resolving all effects relating to that subtype.
Armor Class: Natural armor improves by +2.
Special Qualities and Defenses: A demonic vermin gains immunity to electricity and poison and resistance to acid 10, cold 10, and fire 10. It also gains DR 5/cold iron (if 11 HD or less) or DR 10/cold iron (if 12 HD or more). As demonic vermin are intelligent, they lose the mindless trait.
Melee: A demonic vermin’s natural weapons are unchanged, but they are treated as chaotic and evil for the purpose of resolving damage reduction.
Special Attacks: A demonic vermin retains all the special attacks of the base creature. In addition, it gains one of the following special abilities of your choosing— you can, of course, invent different abilities of your own as well. The save DC for any of these attacks is equal to 10 + 1/2 the demonic vermin’s HD + the demonic vermin’s Constitution modifier.
Abyssal Energy (Su): Choose one of the following energy types—acid, fire, or cold. The demonic vermin gains immunity to that energy type, and also gains a breath weapon that inf licts that type of energy damage. This breath weapon is a 60-foot-line, and deals 1d6 points of damage per CR point possessed by the demonic vermin (Reflex save halves). It can be used once every 1d4 rounds.
Additional Senses (Ex): The vermin has a large number of extra eyes and other sensory organs. It gains all-around vision, scent, and a +8 racial bonus on Perception checks.
Death Throes (Su): When the vermin is slain, it can make a single melee attack (using any one of its natural attacks) as an immediate action. It then explodes into acid, fire, electricity, or cold (your choice), dealing 1d6 points of damage per CR point possessed by the demonic vermin (Ref lex save halves).
Diseased (Su): The demonic vermin is immune to disease, and its natural attacks inflict demonplague (see page 29) on a hit (Fortitude save negates).
Drone (Su): By rubbing its wings or limbs together as a standard action, the demonic vermin produces a loud, discordant drone that causes those within 30 feet of it to become sickened (if the vermin is CR 8 or less) or confused (if the vermin is CR 9 or higher) for 1d6 rounds (Will save negates). This is a sonic mind-affecting effect.
Skitter (Ex): The creature has uncanny speed and erratic movements. The vermin’s speeds all increase by 10 feet, it gains Mobility and Spring Attack as bonus feats, and it gains a +4 racial bonus on Initiative checks.
Spell-Like Abilities: In addition to gaining one of the special attacks listed here, all demonic vermin gain access to a limited number of spell-like abilities, depending on its Hit Dice. Each ability is usable once per day. Caster level equals the creature’s CR.

CR|Abilities
1–4|darkness
5–8|vomit swarmAPG
9–12|insect plague
13–16|greater teleport (self plus 50 lbs. of objects only)
17–20|earthquake

Abilities: Str +4, Con +2. A demonic vermin’s Intelligence becomes 10 and its Charisma becomes 15 (unless the base creature has higher values, in which case they remain unchanged).
Feats: A demonic vermin gains feats as appropriate for its Hit Dice, and gains Toughness as a bonus feat.
Skills: A demonic vermin has skill points per racial Hit Die equal to 4 + its Intelligence modifier. The following are class skills for demonic vermin: Acrobatics, Bluff, Climb, Fly, Knowledge (planes), Perception, Sense Motive, and Stealth.
Languages: A demonic vermin speaks Abyssal, Celestial, and Draconic. It also gains telepathy to a distance of 100 feet.

Dream Eater(CR+2) Dream Eater

出典 Dungeons of Golarion 42ページ
先天性/後天性:先天性
単純なテンプレート:否
招来に使用可能:可
 An endless variety of beings exist within and below the Pyramid of Kamaria. Among the most unique denizens of the pyramid, however, are the dream eaters. Created by the Gem of Dreams (see page 43), these onetime humans have been warped by nightmares into deformed creatures. The Rovagug cultists themselves have built a strange mythology for themselves around this practice—they believe the Gem of Dreams to be a gift sent them by their god. According to their myths, once the Rough Beast emerges from the Dead Vault and destroys Golarion, the corpse world left behind would be populated only by those Rovagug has chosen for survival. It is through this magical gem’s capacity to transform dreamers into monsters that they believe they are being so selected.

“Dream Eater” is an acquired template that can be added to any living intelligent creature through contact with the artifact known as the Gem of Dreams—but once a creature becomes a dream eater, it cannot gain this template again. CR: Same as base creature +2.

CR: Same as base creature +2.
Alignment: Chaotic evil—most dream eaters become worshipers of Rovagug, demon lords, or other chaotic evil deities.
Senses: The base creature gains darkvision 60 ft.; if the base creature already possesses darkvision, the range of that ability increases by 60 ft.
Immunity: The base creature becomes immune to mind-affecting effects.
Special Attacks: A dream eater gains two special attacks, as detailed below. Both of these special attacks have save DCs equal to 10 + 1/2 the dream eater’s Hit Dice + the dream eater’s Charisma modifier.
Dream Eating (Su): As a full-round action that provokes attacks of opportunity, a dream eater can consume a creature’s subconscious dreams if the victim fails to resist with a Will save. A sleeping victim takes a –2 penalty on saving throws against this ability, but automatically wakens if the save is successful. On a failed save, the victim takes 1d4 points of Charisma damage, and the dream eater gains a number of psychic points equal to the Charisma drained, to a maximum amount of psychic points equal to the dream eater’s Hit Dice.
Psychic Assault (Su): As a swift action, a dream eater can imbue any melee attack he makes with a psychic assault, infusing the mind of the creature struck with hideous nightmare visions and hallucinations. The magnitude of the effect depends on how many psychic points the dream eater spends in the assault. By expending 1 point, the dream eater can cause the victim to become dazzled for 1d6 rounds. By expending 3 points, he can make a victim become staggered for 1d6 rounds. By expending 5 points, he can make the victim nauseated for 1d6 rounds. By expending 7 points, he can make the victim confused for 1d6 rounds. And by expending 9 points, he can stun the victim for 1d6 rounds. The victim can resist the psychic assault entirely by making a Will saving throw.
Special Abilities: A dream eater gains telepathy with other dream eaters to a range of 30 feet.
Ability Scores: Str +6, Dex +2, Con +4, Int +2, Wis +2, Cha +4.
Skills: A dream eater gains a +4 racial bonus on Perception and Stealth checks. He also gains a +8 racial bonus on Knowledge (religion) and Knowledge (planes) checks, and these two skills are now always considered class skills for the creature.

Dreamspawn(CR+1) Dreamspawn

出典 The House on Hook Street 62ページ
先天性/後天性:先天性
単純なテンプレート:否
招来に使用可能:不可
 Dreamspawn creatures are created when the lucid bodies of dreamers are killed in certain correupted areas of the Dimension of Dreams, their nightmarish final moments resulting in true death in the waking world. On some rare occasions, the creature or creatures responsible for the death of the dreamer are intrinsically bound to that dreamer’s death throes, their etheric forms dragged along with the victim’s fleeing soul and stranded somewhere between the sleeping and waking worlds. These creatures soon emerge on the Material Plane, bursting forth from their victim’s corpse as nightmarish spectres of the dream-thing they once were.

Dreamspawn creatures are always linked by ectoplasmic strands to the corpse of the dreamer that created them. They drain the corpse of fluids and essence in order to manifest, desiccating the remains in the process. Their initial manifestation usually disfigures the corpse in some horrifying manner. Dreamspawn creatures are forced to drag the remains of dead dreamers behind them, motivate to experience the Material Plane but shackled to their creator’s rotting body.

These otherworldly creatures seek out new host bodies to replace the original rotting corpses that first brought them into the world. This effort allows them to extend their lives as their host body rots beyond repair. Those who hunt these escaped nightmares and seek to silence them have learned to sense the eerie vibrations that accompany the dreamspawn’s violation of planar physics, and use it to their advantage to locate and destroy the creatures.

“Dreamspawn creature” is an acquired template that can be added to any corporeal creature (referred to hereafter as the base creature). Dreamspawn creatures are typically at least one size category larger than their hosts. A dreamspawn creature uses all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: Same as the base creature’s CR + 1.
Alignment: Usually evil.
Type: The creature’s type changes to outsider (extraplanar). Do not recalculate base class Hit Dice, BAB, saves, or skill points.
Senses: A dreamspawn creature gains thoughtsense 60 feet.
Thoughtsense (Su): A dreamspawn creature can automatically detect and locate conscious creatures within the specified range (usually 60 feet). This functions similarly to the blindsight ability. Nondetection, mind blank, and similar effects can block thoughtsense. Thoughtsense can distinguish between sentient (Intelligence 3 or greater) and non-sentient (Intelligence 1–2) creatures, but otherwise provides no information about the creatures it detects.
Aura: A dreamspawn creature has the following aura.
Discordant Feedback (Su): The dreamspawn creature’s psychic energy creates an eerie, shrieking feedback in the minds of living creatures in a 10-foot radius. Creatures within the aura take a –2 penalty on all attack rolls, skill checks, and saving throws while in the area, and must make a successful Will save or take 1d2 points of Charisma damage. Spellcasters who attempt to cast spells in the aura’s radius must make a concentration check with a DC equal to 10 + 1/2 the dreamspawn creature’s Hit Dice + the dreamspawn creature’s Charisma modifier. If the character fails, the spell is expended but does not function. This is a mind-affecting effect.
Defensive Abilities: A dreamspawn creature gains DR 5/good or silver, immunity to mind-affecting effects, and the following defensive ability.
Span Planes (Su): Dreamspawn creatures exist partially on the Material Plane and partially in the Dimension of Dreams. Dreamspawn creatures take half damage (50%) from all nonmagical attack forms, and full damage from magical weapons, spells, spell-like effects, supernatural effects, incorporeal creatures and effects, and force effects.
Speed: Same as the base creature. If the base creature does not have a fly speed, the dreamspawn creature gains a fly speed of 10 (perfect maneuverability) as a supernatural ability.
Attacks: A dreamspawn creature retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. If the base creature has no other natural attacks, the dreamspawn creature gains a slam attack that deals damage based on the dreamspawn creature’s size.
Special Qualities: A dreamspawn creature gains the following special quality.
Sleepwalker (Su): A dreamspawn creature is tethered to the corpse of the dreamer whose death birthed it, using it as a conduit between one world and the next. Typically, the desiccated corpse is dragged lifelessly along with the materialized dreamspawn creature, occupying an adjacent square and moving along with it. As a move action, the dreamspawn creature can also withdraw wholly into the corpse where it can control the movements of its host. While inhabiting the corpse, it can attack foes with a slam attack. Any attack against the host deals half damage to the dreamspawn creature as well, although its DR, resistances, and immunities may negate some or all of this damage. The dreamspawn creature can materialize from the corpse as a free action. If a dreamspawn creature kills another corporeal target, it can discard its tethered corpse and attach itself to the newly killed victim.
Abilities: Dex +4, Cha +2.

Echohusk(CR様々) Echohusk

出典 Occult Bestiary 24ページ
先天性/後天性:先天性
単純なテンプレート:否
招来に使用可能:不可
 Echohusks are the walking corpses of creatures slain by powerful psychic attacks and animated by the mental energies that caused their deaths. The mind and soul of an echohusk are erased from its being, leaving nothing but the psychic echo of the creature that scoured its mind.

Left unattended, echohusks do little other than attack creatures that disturb them. However, anyone who creates an echohusk possesses an innate mental link to the undead creature, and is able to command the echohusk to perform whatever gruesome tasks she desires.

Echohusks are common in and around Geb, where death from the powerful mental attacks of psychic spellcasters—even liches—is an all too common occurrence. In such areas, echohusks are found in groups, obeying the commands of their dark masters. In the deep reaches of the underworld, where lost travelers or wayward patrols might encounter psychic horrors like neothelids, masterless echohusks are more common; the ancient and terrible creatures that happen to spawn them typically have little use for mindless servants.

Many psychic creatures have attempted to perfect the technique of creating echohusks, but only the attacks of the incorporeal undead known as psychic stalkers (see page 45) can create echohusks without fail. The horrific nature of psychic stalkers is likely the reason for this phenomenon.

“Echohusk” is an acquired template that can be added to any living, intelligent corporeal creature, referred to hereafter as the base creature.

Challenge Rating: This depends on the creature’s new total number of Hit Dice, as given below.

HD CR XP
1 1/4 100
2 1/2 200
3–4 1 400
5–6 2 600
7–8 3 800
9–10 4 1,200
11–12 5 1,600
13–15 6 2,400
16–17 7 3,200
18–20 8 4,800
21–24 9 6,400
25–28 10 9,600

Alignment: Always neutral evil.

Type: The creature’s type changes to undead. It retains any subtypes except for alignment subtypes (such as good) and subtypes that indicate kind (such as giant). It doesn’t gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Armor Class: The creature’s natural armor bonus is based on the echohusk’s size, indicated below.

Echohusk Size Natural Armor Bonus
Small or smaller +0
Medium +1
Large +2
Huge +3
Gargantuan +6
Colossal +10

Hit Dice: An echohusk retains the number of HD the base creature possessed (except those from class levels), and gains a number of additional Hit Dice given on the following table. An echohusk uses its Charisma modifier (instead of its Constitution modifier) to determine bonus hit points.

Echohusk Size Bonus Hit Dice
Medium or smaller
Large +1
Huge +2
Gargantuan +4
\Colossal|+6|

Saves: Base save bonuses are Fortitude +1/3 Hit Dice, Reflex +1/3 Hit Dice, and Will +1/2 Hit Dice + 2.

Defensive Abilities: Echohusks lose their defensive abilities and gain all of the qualities and immunities granted by the undead type.

Weaknesses: Echohusks gain the following weakness.

Vulnerable to Psychic Magic (Ex): Echohusks are particularly susceptible to psychic spells and attacks, as the entire force that animates them is composed of psychic energy. They take a –4 penalty on saving throws against psychic spells and effects.

Speed: An echohusk retains all of the base creature’s movement speeds. However, its maneuverability for flight drops to clumsy.

Attacks: An echohusk retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. It gains a slam attack that deals damage as if it were one size category larger than its actual size.

Special Attacks: An echohusk retains none of the base creature’s special attacks.

Ability Scores: An echohusk’s Strength score increases by 2. An echohusk has neither a Constitution score or an Intelligence score, its Wisdom score changes to 10, and its Charisma score changes to 14.

BAB: An echohusk’s base attack bonus is equal to 3/4 of its Hit Dice.

Skills: An echohusk has no skill ranks and loses any racial bonuses to skills that the base creature possessed.

Feats: An echohusk loses all feats possessed by the base creature, and doesn’t gain feats as its Hit Dice increase.

Special Qualities: An echohusk loses most special qualities of the base creature, but it retains any extraordinary special qualities that improve its melee or ranged attacks. An echohusk gains the following special qualities.

Psychic Servitude (Su): Echohusks are animated not by typical necromantic energies, but rather by the mental energies of a powerful psychic creature. They cannot be commanded or created by animate dead, command undead, control undead, and similar necromancy spells and effects. However, any creature that creates an echohusk with its psychic attacks can command that echohusk as if it had animated it using the animate dead spell (up to 4 HD of echohusks per HD of the animating creature, and no one echohusk can possess more than twice the HD of the animating creature). Echohusks under a creature’s control don’t count against the number of other undead that the creature can control with the animate dead spell, the Command Undead feat, or other similar effects.

Shattered Psyche (Ex): Psychic attacks that are powerful enough to destroy minds leave behind a powerful but unstable force that lashes out at those nearby. When an echohusk takes damage from a melee attack, a ranged attack from within 30 feet, or a psychic spell or effect from any distance, the creature that initiated the attack must succeed at a Will saving throw (DC = 10 + 1/2 the echohusk’s Hit Dice + the echohusk’s Charisma modifier) or take 1 point of Charisma damage and be dazed for 1 round as the psychic energies in the echohusk shatter once more.

Elemental-Infused Creature(CR+1あるいは+2) Elemental-Infused Creature

出典 Planes of Power 56ページ
先天性/後天性:両方
単純なテンプレート:否
招来に使用可能:不可
 Sometimes unpredictable elemental events cause planar energies to infuse mundane creatures with otherworldly power, transforming them into element-infused creatures.

“Element-infused” is an inherited or acquired template that can be added to any living, corporeal creature. An element-infused creature retains the base creature’s statistics and special abilities except as noted here. An element-infused creature has a strong connection to one or two of the elemental planes. Unlike most templates, the element-infused template grants few universal abilities; rather, it grants the creature a choice of several different defensive, offensive, and movement-based abilities that match its particular element or elements. In this way, not all water-infused creatures are necessarily identical. In order to select an ability, at least one of an elementinfused creature’s elements must match one of those listed in parentheses after the ability’s name. For abilities that reference an energy type, the energy type chosen must be associated with one of the creature’s elements: acid (earth), cold (water), electricity (air), or fire (fire).

An element-infused creature can select a number of movement abilities (see the Speed section), defensive abilities, and offensive abilities (see the Special Attacks section) based on its Hit Dice, as shown in the chart below. In addition, an element-infused creature with 4 or more Hit Dice gains one or more bonus abilities that it can use to select additional abilities from any of these three categories. A creature infused with only one element gains one additional bonus ability.
HD Movement Defensive Offensive Bonus
1-3 1 1 1 0
4-6 1 1 1 1
7-9 1 2 1 1
10-12 1 2 1 2
13-15 1 2 2 2
16-18 1 2 2 3
19+ 1 3 2 3
CR: If 9 HD or fewer, base creature’s CR + 1; if 10 HD or more, base creature’s + 2.

Type: The creature’s type chances to outsider (native). In addition, the creature gains the air, earth, fire, or water subtypes corresponding to its element or elements. Do not recalculate HD, BAB, or saves.

Senses: An element-infused creature gains darkvision with a range of up to 60 feet.

Defensive Abilities: An element-infused creature can choose one or more of the following extraordinary abilities.

Damage Reduction (any): The creature gains DR 2/—. If the creature has 10 or more HD, this ability can be selected one additional time, increasing the damage reduction to 5/—.

Energy Immunity (any): The creature gains immunity to one of its associated energy types, chosen when it gains this ability. The creature must already have energy resistance 10 or higher for that energy in order to select this ability.

Energy Resistance (any): The creature ignores the first 10 points of damage that it takes from one of its associated energy types, chosen when it gains this ability. A fire-infused creature that selects this ability also ignores the damage dealt by the fire-dominant planar trait.

Evasion (air or fire): The creature gains the ability to avoid damage as if it had the evasion rogue class ability.

Fiery Blood (fire): Anyone who damages the creature with a slashing or piercing melee weapon is sprayed with boiling blood that deals 1d4 points of fire damage. This damage increases by 1d4 for every 5 HD the creature has. Creatures using reach weapons are not subject to this damage.

Fortification (any): The creature has a 50% chance to negate a critical hit or sneak attack, taking only the normal amount of damage from the attack.

Improved Natural Armor (earth): The creature’s natural armor bonus improves by 2. If the creature has 10 or more HD, this bonus increases to 3.

Indistinct Form (air or water): The creature benefits from a 20% miss chance as if it had concealment.

Stability (earth or water): The creature receives a +4 racial bonus to its CMD when resisting bull rush, drag, overrun, or trip combat maneuvers.

Speed: An element-infused creature can choose one or more of the following abilities. Except where noted, these are extraordinary abilities.

Burrow (earth): The creature gains a burrow speed equal to half its highest speed. Tunnels it creates always collapse behind it and never leave behind a usable passage.

Earth Glide (earth): The creature gains the earth glide ability of an earth elemental (Pathfinder RPG Bestiary 122), though it can use this ability for only 1 minute per HD it has. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The creature must have a burrow speed in order to use this ability. It can select this ability a second time in order to use this power at will.

Flight (air): The creature gains a fly speed equal to its highest speed with average maneuverability (maximum fly speed of 10 feet per HD).

Improved Quickness (Su, fire): Three times per day as a swift action, the creature can take an extra move action. The creature must already have quickness to select this ability.

Puddle Form (Su, water): Once per day, the creature can turn into an animate puddle of water for up to 10 minutes. This functions as gaseous form, but the creature instead has both a base speed and swim speed of 10 feet.

Quickness (fire): The creature’s base movement speed increases by 10, and it gains a +1 bonus on initiative checks. For every 5 HD the creature has, its base speed increases by an additional 10 feet (maximum = double its base speed), and its initiative bonus increases by 1 (maximum +5).

Swim (water): The creature gains a swim speed equal to its highest speed (maximum 100 feet). The creature also gains the amphibious and aquatic subtypes.

Special Attacks: An element-infused creature can choose one or more of the following abilities.

Breath Weapon (Su, any): The creature gains a breath weapon (15-foot cone or 30-foot line) that it can use as a standard action once every minute. The breath weapon deals 1d6 points of damage of one of its associated energy types (Reflex half, DC = 10 + 1/2 creature’s HD + Con modifier). The damage increases by 1d6 for every 3 HD the creature has. If the creature has 10 or more HD, the size of the breath weapon doubles.

Burn (Ex, fire): The creature can set creatures it strikes on fire, as per the burn ability (Bestiary 298), though only with attacks augmented by its energy attacks ability.

Energy Attacks (Ex, any): One of the creature’s natural attacks deals an additional 1d6 points of its corresponding energy’s damage, selected when the creature gains this ability. This damage increases by 1d6 for every 10 HD the creature has. An element-infused creature can select this ability multiple times, applying its benefits to an additional two natural attacks each time.

Gusting Strike (Ex, air): Once per round when the creature hits with a melee attack, it can attempt a bull rush combat maneuver check against the target of its melee attack as a free action. This bull rush does not provoke an attack of opportunity.

Toppling Strike (Ex, earth or water): The element-infused creature gains the trip special ability (Bestiary: 305) with one of its natural attacks.

Abilities: An element-infused creature gains a +4 bonus to two ability scores of its choice, a +2 bonus to two other ability scores of its choice, and a –2 penalty to one ability score of its choice.

Skills: An element-infused creature with racial Hit Dice has a number of skill points per racial Hit Die equal to 6 + Intelligence mod. Racial class skills are unchanged, and class level skill ranks are unaffected.

Languages: The creature gains an elemental language or languages associated with its elemental type as long as it has an Intelligence score of 3 or higher: Aquan (water), Auran (air), Ignan (fire), or Terran (earth). If the base creature is unable to speak, it can instead understand the acquired languages.

Energized(CR+2) Energized

出典 Construct Handbook 38ページ
先天性/後天性:先天性
単純なテンプレート:否
招来に使用可能:不可
 Most golems are animated by an elemental spirit bound within a constructed body, but some creators build their golems with a greater purpose in mind. An energized golem is infused with the raw elemental energy of the elemental spirit used to animate it, granting it increased strength and agility and a host of supernatural powers.

“Energized” is an acquired template that can be added to any golem (referred to hereafter as the base creature). An energized golem uses all the base creature’s statistics and special abilities except as noted here. Save DCs are equal to 10 + half the energized golem’s Hit Dice + the energized golem’s Constitution modifier.

Challenge Rating: Base creature’s CR + 2.

Aura (Su): An energized golem radiates one of the elemental energy auras described below. All creatures within 5 feet of the energized golem take 1d6 points of energy damage at the beginning of the golem’s turn. Each type of elemental aura generates an additional effect within this range, as is described below. For every 10 Hit Dice the energized golem has, the range of the aura extends by 5 feet and it deals an additional 1d6 points of energy damage. The type of energy damage and any additional effects of the aura are determined by the elemental overcharge special quality.

Blizzard: The frigid temperatures surrounding the energized golem deal an additional amount of nonlethal damage equal to the damage dice of its elemental aura to all creatures within range each round. A creature can attempt a Fortitude save to negate this additional nonlethal damage. Creatures that take any amount of nonlethal damage from this effect are fatigued. If a target is already fatigued, it is instead exhausted. The fatigued or exhaustion condition persists until the creature recovers from the nonlethal damage.

Caustic Mist: A poisonous miasma emanates from the energized golem, afflicting those within range each round with a deadly toxin that rapidly destroys flesh, muscle, and organs alike. Poison (Ex): Aura—inhaled; save Fort; frequency 1/round for 6 rounds; effect 1 Str, 1 Dex, and 1 Con damage; cure 2 saves.

Immolation: The extreme heat surrounding the energized golem causes each creature and unattended object within range to catch fire unless it succeeds at a Reflex save. Each affected creature or item takes an additional amount of fire damage equal to the number of damage dice for the energized golem’s elemental aura immediately and each round thereafter as long as it remains within the aura. A creature or object that has caught on fire but moves outside of the aura instead takes 1d6 points of fire damage each round and can attempt another Reflex save each round to extinguish the flames.

Swirling Winds: Powerful winds surround the energized golem, buffeting creatures within range and dealing an additional amount of bludgeoning damage equal to the damage dice of its elemental aura. These winds otherwise function as a gust of wind spell. An affected creature can attempt a Reflex save to negate this additional damage, but a successful Fortitude save is required to negate the gust of wind effect. If the energized golem has 10 or more Hit Dice, the DC of Fly or Strength checks to resist the effects of the winds increases by 5.

Armor Class: Natural armor improves by 3.

Hit Points: An energized golem receives double the bonus hit points based on its size granted by the construct creature type.

Defensive Abilities: An energized golem’s body is infused with elemental energy, granting it immunity to a single energy type. Refer to the elemental overcharge special quality below.

Special Attacks: An energized golem retains all of the base creature’s special abilities and gains the following special attack.

Energy Discharge (Su): Once per hour, an energized golem can discharge a pulse of energy from its body as a standard action, affecting all targets within a 20-foot burst. This burst deals 1d8 points of energy damage for every 2 Hit Dice the energized golem has (Reflex half ). Each creature damaged by this ability must succeed at a second saving throw or suffer an additional effect. The type of energy damage, the additional effect, and the type of save to avoid this additional effect are determined by the elemental overcharge special quality.

Ability Scores: An energized golem gains ability scores based on the base creature’s Hit Dice and the type of elemental spirit used in its creation. If the elemental spirit used is an air or fire elemental spirit, the energized golem gains a +2 bonus to Strength and +4 bonus to Dexterity. If the elemental spirit used is an earth or water elemental spirit, the energized golem gains a +4 bonus to Strength and +2 bonus to Dexterity. If the base creature has 10 or more Hit Dice, these ability score bonuses increase to +8 and +4.

Special Qualities: An energized golem retains all of the base creature’s special qualities and gains the following special quality.

Elemental Overcharge (Su): An energized golem is augmented by the elemental spirit that is bound to it during its creation. Its natural attacks deal 1d6 points of energy damage for every 6 Hit Dice the golem has. The type of damage dealt, the golem’s immunity, and its aura are based on the elemental spirit bound to the golem during its creation, as listed on the table below.

Elemental|Energy|Aura|Discharge Effect (Saving Throw Type)
Air|Electricity|Swirling winds|Stunned for 1 round (Fortitude)
Earth|Acid|Caustic mist|Acid clings to targets, dealing half damage next round (Reflex)
Fire|Fire|Immolation|Knocked prone (Fortitude)
Water|Cold|Blizzard|Entangled for 1d4+1 rounds (Reflex)

Construction
An energized golem’s body must be magically reinforced to withstand the raw energy of the elemental to be sealed within it, costing an additional 25,000 gp above the base golem’s cost. All Craft check DCs to create the golem are increased by 5, and the minimum caster level requirements are 2 higher than normal. In addition, the following spells are added to the base golem’s requirements: any magic circle spell and planar binding.

Enlightened Construct(CR+1、+2、+3) Enlightened Construct

出典 Construct Handbook 40ページ
先天性/後天性:先天性
単純なテンプレート:否
招来に使用可能:不可
 Infused with powerful psychic energy, enlightened constructs have access to strange and deadly mental powers. Highly intelligent and secretive, these constructs typically serve as henchmen to powerful psychics or sorcerous cabals.

“Enlightened construct” is an acquired template that can be added to any construct, referred to hereafter as the base creature. An enlightened construct retains all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: If the base creature had 4 or fewer HD, base creature’s CR + 1; HD 5–10, base creature’s CR + 2; HD 11 or more, base creature’s CR + 3.

Alignment: An enlightened construct’s alignment is no more than one step away from that of its creator.

Type: An enlightened construct gains the augmented subtype.

Senses: An enlightened construct gains lifesense out to 60 feet.

Weaknesses: An enlightened construct gains the following weakness.

Susceptible to Mind-Affecting Effects (Ex): An enlightened construct is susceptible to mind-affecting effects, even though it is a construct. Although they can be magically charmed or compelled, enlightened constructs are particularly resistant to enchantments and receive a +4 bonus on Will saves to resist these effects.

Special Attacks: An enlightened construct gains the following special abilities.

Mind Thrust (Sp): An enlightened construct can use mind thrust as a spell-like ability a number of times per day equal to 2 + the enlightened construct’s Intelligence modifier. The version of mind thrust available to an enlightened construct is determined by its Hit Dice: HD Spell

HD Spell
1-2 Mind thrust I
3-4 Mind thrust II
5-7 Mind thrust III
8-10 Mind thrust IV
11-15 Mind thrust V
16-20 Mind thrust VI

Spell-Like Abilities (Sp): An enlightened construct gains a number of spell-like abilities set by its Hit Dice. It gains the spell-like abilities listed in the entry for its Hit Dice on the table below, as well as all listed spell-like abilities for prior entries. Unless otherwise noted, each ability is usable 1/day. The caster level for these abilities is equal to the enlightened construct’s Hit Dice (or the caster level of the base construct’s spell-like abilities, whichever is higher). The DC for a saving throw against the enlightened construct’s spell-like ability is equal to 10 + the spell’s level + the enlightened construct’s Intelligence modifier.

HD Spell-Like Abilities
1-2 Mindlink 3/day
3-4 Mental block
5-6 Mind probe 3/day
7-8 Telekinesis 3/day
9-10 Dimensional lock 3/day
11-12 Dimension door 3/day
13-14 Mass synesthesia
15-16 Antimagic field
17-18 Telekinetic storm
19-20 Power word kill

Ability Scores: If the base creature had an Intelligence score of 9 or less, roll 2d6+4 to determine the enlightened construct’s new Intelligence score. If the base creature had an Intelligence score of 10 or greater, increase its Intelligence score by 6. Additionally, increase the enlightened construct’s Charisma score by 2d6.

Feats: Since it has an Intelligence score, an enlightened construct gains feats as normal for a creature of its Hit Dice.

Skills: An enlightened construct gains skill points according to its new Intelligence score, which are assigned appropriately for its function, as determined by the GM.

Languages: An enlightened construct speaks one language that its creator spoke, plus a number of additional languages that its creator knew equal to the enlightened construct’s Intelligence bonus (if any). The enlightened construct can also communicate by telepathy up to a range of 100 feet.

Special Qualities: An enlightened construct gains the following special qualities.

Artificial Soul (Su): Though not the true soul of a living creature, the enlightened construct’s artificial soul provides it with a unique personality and a spark of sentience. Unlike most constructs, the enlightened construct is not immune to necromantic effects. Enlightened constructs are still immune to death effects and they cannot be raised or resurrected. Enlightened construct golems are still immune to magic as described in their entries.

Phrenic Stone (Su): An enlightened construct has a stone infused with supernatural mental energy embedded into its head or chest that is the source of its awakened intellect. If an enlightened construct is destroyed but this phrenic stone remains intact, it can be used to create another enlightened construct, using the same cost as augmenting a new enlightened construct (see Construction below). When a phrenic stone is used to create a new enlightened construct, the personality and memories of the previous enlightened construct are lost. A phrenic stone has hardness 10, 20 hit points, and a break DC of 30.

Construction
An enlightened construct’s phrenic stone and materials cost an additional 60,000 gp above the base creature’s cost. The construct’s master can assemble the body or hire someone else to do the job. The DC of the Craft check required to create the body is 10 higher than normal for the base creature. After the body is created, the enlightened construct is animated through a magical ritual that requires a specially prepared laboratory or workroom that costs 1,000 gp to establish. The ritual takes 8 hours to complete. If the creator is personally constructing the construct’s body, the construction and the ritual can be performed simultaneously. The creator must have a minimum caster level 4 higher than the base construct’s minimum required caster level. In addition, the following spells must be cast during the ritual: awaken construct, eagle’s splendor, greater possession, and wish.

エルファイト種(CR+1) Eruphyte

出典 Pathfinder #142: Gardens of Gallowspire 66ページ
先天性/後天性:先天性
単純なテンプレート:否
招来に使用可能:不可
 アストラル界は思考と高次の意識の領域であり、2つの脆弱な情報源を宿している:一つは目に見えない銀の紐で術者の肉体とつながっているアストラル体と、もう片方はボーンヤードに送られる魂という、どちらの器も破壊された場合、犠牲者の断片化した知性が、ほつれた銀の紐や弱くなった次元界の障壁を伝って通過する可能性がわずかにある。アストラル界の生の認知力と混合されたこの騒々しい情報は、物質界へと噴出する。学者にも十分理解されていない難解な理由により、知覚力のある植物はこれらの原始的な知性の理想的な容器となり、元は無思考だった植物に初歩的な精神を植え付けたり、既存の精神能力を強化する。このエルファイト種クリーチャーは生の思考と膨大な知識の伝導体となる。

 「エルファイト」は、任意の植物クリーチャー(以下基本クリーチャーと呼ぶ)に追加できる先天性テンプレートである。エルファイト種クリーチャーはここに記載されてるものを除き、基本クリーチャーのデータと特殊能力を使用する。

脅威度:基本クリーチャーの脅威度+1。

感覚:エルファイト種クリーチャーは以下の感覚を得る。

思考感知(超常)/Thoughtsense:エルファイト種クリーチャーは、擬似視覚能力を持っているかのように、60フィート以内に生きている意識のあるクリーチャーに気づき、位置を特定する。ノンディテクションマインド・ブランクなどの呪文は、この感覚でクリーチャーを検出できないようにする。

特殊攻撃:エルファイト種クリーチャーは以下の特殊攻撃を得る。

思考のスピア(超常)/Thoughtspear:標準アクションとして1時間に1回、エルファイト種クリーチャーは、120フィート以内のクリーチャーに精神的エネルギーの方向を乱す爆発を向けることができる。この攻撃は、エルファイト種クリーチャーが持つ2ヒット・ダイス毎に1d8ポイントのダメージを与え(切り捨て、最小1d8)、目標はその後1分間〈知識〉技能判定を試みることができない。意志セーヴィング・スロー(DC = 10+エルファイト種クリーチャーのHDの半分+【知力】修正値)に成功した目標は、ダメージを半減させ、技能を煩わすのを無効化できる。これは[精神作用]効果である。

言語:エルファイト種クリーチャーはテレパシー(60フィート)を得る。

その他の特殊能力:エルファイト種クリーチャーは、そのHDの半分に等しい有効バード・レベル(端数切捨て)のバードの知識を得る。

能力値:【知力】+6。エルファイト種クリーチャーは、新しい【知力】値に従って特技と技能ポイントを得る。エルファイト種クリーチャーは通常、既存の行動パターンを強化したり、同じ目標を達成するための新しい手段を可能にする特技を得る。【知力】値が10以上のエルファイト種クリーチャーは、状況に応じて、より高度な行動、戦術、さらには社会的パターンを可能にする特技を得ることができる。通常、〈知識〉または他の【知力】値に基づく技能に技能ランクを得る。

Failed Prophet(CR+2) Failed Prophet

出典 Druma, Profit and Prophecy 60ページ
先天性/後天性:先天性
単純なテンプレート:否
招来に使用可能:不可
 When a Kalistocrat performs the final rites to create her idealized afterlife, the likelihood of success depends on how stringently she adhered to Kalistrade’s teachings and how much wealth she sacrificed to serve as an occult anchor for her will. It’s not always apparent which prophets succeed, and mere weeks after death, the mindscapes of those prophets who failed begin to collapse. For most, their souls become untethered and join the River of Souls, but others cling tenaciously to their failed dream, and their consciousness escapes into and animates their gold-veined bodies.

Some of these so-called failed prophets eventually slip out of their shells and accept Pharasma’s judgment. Others refuse to accept their own failure and attempt to perform the ritual again after accumulating far more wealth than before. These failed prophets often break out of their mausoleums to hunt down the wealthy and steal their treasure—or worse, dismantle the precious bodies of other Kalistocrats for scrap, sending the mindscapes of their onetime allies hurtling to the Astral Plane to be torn apart by predators or astral weather.

“Failed prophet” is an acquired template that can be added to any living creature with 5 or more Hit Dice. A failed prophet retains all the base creature’s statistics and special abilities except as noted here.

CR: The base creature’s CR + 2.

Type: The creature’s type changes to construct with the augmented subtype. The failed prophet retains all subtypes except alignment subtypes (such as good). Do not recalculate BAB, saves, or skill ranks.

Senses: A failed prophet gains darkvision 60 feet as well the following ability.

Silver Scent (Ex): A failed prophet can sense valuable materials as if using the scent universal monster rule. A failed prophet can attempt a DC 20 Appraise check as a free action to identify the relative values of detected wealth.

Armor Class: A failed prophet has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better.

Hit Dice: Change all of the base creature’s racial Hit Dice to d10s. All Hit Dice derived from class levels remain unchanged. As constructs, failed prophets gain bonus hit points based on their size.

Defensive Abilities: A failed prophet gains DR 10/ bludgeoning and magic, a +4 bonus on saving throws against mind-affecting effects, and immunity to cold and electricity. The failed prophet also gains the immunities normally granted by her construct traits, except for the construct type’s immunity to mind-affecting effects. Failed prophets also gain the following defensive ability.

Revel in Wealth (Ex): A failed prophet gains fast healing equal to her Hit Dice so long as she has wealth stored in her personal vault (see below) worth at least 1,000 gp. Melee Attack: A failed prophet gains two claw attacks if the base creature didn’t already have them. These claws have a reach equal to the base creature’s natural reach plus 5 feet and deal damage as if the prophet were one size larger than she actually is. In place of making a claw attack, a failed prophet can instead attempt a touch attack that deals no damage but allows her to use her greedy grab special attack. The failed prophet’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Special Attacks: A failed prophet gains the following special attacks.

Aurokinesis: A failed prophet can hurl shards of her body, gaining the gather power and kinetic blast abilities of a kineticist with a level equal to the prophet’s CR – 2. She also gains the earth blast kinetic blast and a number of infusions equal to 1/3 the prophet’s CR (rounded up). A failed prophet of CR 10 or higher also gains the metal blast composite blast. If a failed prophet already has the kinetic blast class ability, she can instead either gain the internal buffer class ability of a kineticist whose level is equal to the prophet’s CR or increase the number of points her internal buffer can store by 2; in either case, she restores her buffer to its maximum capacity every 24 hours.

For the purpose of calculating the save DCs and damage for her kineticist abilities, the prophet chooses either her Intelligence, Wisdom, or Charisma score and uses that in place of her Constitution score. Once this choice is made, it cannot be changed.

Greedy Grab (Ex): When a failed prophet hits a creature with her claw attack or a touch attack, she can attempt a free stealAPG combat maneuver with a +4 racial bonus to steal the target’s wealth; this does not provoke an attack of opportunity. If successful, the prophet grabs mundane valuables from the target equal to 100 gp × the failed prophet’s Hit Dice, shoveling them into her personal vault (see below). A failed prophet cannot steal more wealth than her target has.

Personal Vault (Ex): A failed prophet can stow small objects and mundane valuables within her body, up to 500 gp × her Hit Dice. Creatures can steal individual objects from this extradimensional space with a successful steal combat maneuver or Sleight of Hand check, though either of these checks takes a –5 penalty.

Plutophage (Ex): A failed prophet can siphon the value from the valuables in her personal vault equal to 100 gp × her Hit Dice to negate 1 point of burn whenever she would accept burn from her aurokinesis. Ability Scores: Str +6, Dex +2, Int +2, Wis +4, Cha +2. A failed prophet has no Constitution score. Skills: Failed prophets have a +4 racial bonus on Appraise, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, and Stealth checks. A failed prophet’s skills are the same as those of the base creature, except she treats Knowledge (arcana) and Knowledge (religion) as class skills as well.

Fey Animal(CR+1) Fey Animal

出典 Lands of the Linnorm Kings 58ページ
先天性/後天性:両方
単純なテンプレート:否
招来に使用可能:不可
 “Fey animal” is an inherited or acquired template that can be added to a living, corporeal animal (referred to hereafter as the base creature). A fey animal uses all the base creature’s statistics and special abilities except as noted here.

CR: Same as the base creature +1.

Type: Creature type changes to fey. It gains the augmented subtype. Do not recalculate Hit Dice, Base Attack Bonus, skills, or saves.

Alignment: Any chaotic.

Armor Class: A fey creature’s natural armor bonus increases by +1.

Special Qualities and Defenses: A fey animal gains darkvision 60 feet and low-light vision if it didn’t already possess it. It also gains DR 5/cold iron (DR 10/cold iron if it has 11 or more Hit Dice) and SR equal to its CR + 11.

Speed: All of the fey creature’s movement speeds increase by 10 feet.

Special Attacks: A fey animal gains the special attack described below. Save DCs are equal to 10 + 1/2 the fey animal’s Hit Dice + the fey animal’s Charisma modifier.

Death Curse (Su): When a creature slays a fey animal, the slayer is cursed with ill luck unless it makes a successful Will saving throw to resist the curse. If it fails to resist, the victim takes a –2 penalty on all attack rolls, ability checks, skill checks, and saving throws until the curse is removed. The total penalty from multiple fey animal death curses stacks, but the multiple death curses count as a single curse overall for the purposes of removing its effects. A fey creature can see this curse on a creature as an angry red halo around the victim’s head.

Spell-Like Abilities: A fey animal has a cumulative number of spell-like abilities set by its HD. Unless otherwise noted, an ability is usable 1/day. The CL equals the fey animal’s CR.


Abilities: Dex +4, Int +10 (to a maximum score of 12), Wis +2, Cha +4.

Skills: A fey animal gains a +4 racial bonus on Bluff and Stealth checks, and has skill points per racial Hit Die equal to 6 + its Intelligence modifier. Its racial class skills are Acrobatics, Bluff, Climb, Diplomacy, Fly, Knowledge (nature), Perception, Sense Motive, Stealth, and Swim.

Languages: Fey animals speak Sylvan plus one other language common to the region.

HD Spell-Like Abilities
1–3 charm person, faerie fire
4–6 fly (3/day), tree shape
7–9 charm monster, hallucinatory terrain
10–13 polymorph (3/day), summon nature’s ally IV
14–16 feeblemind, transport via plants
17 or higher mass charm monster, summon nature’s ally VIII

Fey-Touched Creature(CR+0あるいは+1) Fey-Touched Creature

出典 Heroes from the Fringe 17ページ
先天性/後天性:後天性
単純なテンプレート:否
招来に使用可能:可――Spellcasters with ties to the fey (such as sorcerers with the fey bloodline) can summon fey-touched creatures with summon monster spells

Fey-touched creatures are descended from inhabitants of the First World and often possess striking features compared to their normal counterparts, such as bright coloration or a cunning visage. The fey-touched creature’s First World ancestor needn’t be a fey specifically, and even magical beasts, First World gnomes, and other non-fey inhabitants of the fecund, magical plane can produce fey-touched heirs generations after their initial dalliance with residents of other planes. Some fey-touched creatures thus claim to be descended from the legendary Tane and even the godlike Eldest, though these claims are likely unfounded—such claims themselves intentional or accidental manifestations of the creature’s hereditary First World influence.

A fey-touched creature’s CR increases by 1 only if the base creature has 5 or more Hit Dice. The fey-touched creature template can be applied only to living creatures. A fey-touched creature’s quick and rebuild rules are the same. Spellcasters with ties to the fey (such as sorcerers with the fey bloodline) can summon fey-touched creatures with summon monster spells and take fey-touched creatures as improved familiars at 3rd level, similar to selecting celestial or infernal familiars.

再構築ルール:Senses gains low-light vision; Defensive Abilities gains +2 bonus on Will saves and DR as noted on the table; SR gains SR equal to new CR +5; Special Qualities change shape (a single fixed Small or Medium humanoid form, alter self), woodland stride (as the druid ability).

Fey-touched Creature Defenses
Hit Dice DR
1-4
5-10 5/cold iron
11+ 10/cold iron

Fiend-Infused(CR+2) Fiend-Infused

出典 Cheliax, the Infernal Empire60ページ
先天性/後天性:後天性
単純なテンプレート:否
招来に使用可能:不可
 Although most golems are animated by the spirits of elementals, certain reckless or daring golem crafters instead bind evil outsiders such as daemons, demons, and devils to power golems. This fiend does not inhabit or control the golem in the usual manner of fiendish possession; instead, the outsider is subjugated within the golem to act as a mere engine. Although a fiend-infused golem has more self-awareness and cunning than a typical golem, it possesses only a brute, primitive intellect, lacking the animating fiend’s personality beyond a base desire to destroy goodness. The fiend’s rage at being imprisoned in such a manner manifests as ever-burning hellfire, which the fiend-infused golem uses as a weapon against its foes.

As with ordinary golems, fiend-infused golems primarily serve as guards or defenders. However, a fiend-infused golem’s marginally improved intellect means it can be given more complex instructions, such as evaluating an intruder’s intent, activating or deactivating traps, acting in disguise, or patrolling a convoluted territory. Although fiend-infused golems are obligated to follow their creators’ commands in the same manner as regular golems, they sometimes do so with sullenness or frustrated defiance.

The foremost golem crafters of antiquity served the Jistka Imperium many thousands of years ago, and that empire’s golem foundries at Rachikan experimented extensively with fiend-bound golems. Using evil outsiders as an animating force came with an inherent drawback that Rachikan’s golem crafters could never fully overcome: the fiend’s seething anger at serving within a golem increases the chance that the fiend-infused golem will break free of its command and run amok. Ultimately, the golem crafters of Rachikan succeeded only by increasing the size of their golems: Rachikan’s enormous behemoth golems (Pathfinder Campaign Setting: Lost Kingdoms 40) are the only fiendinfused golems that do not risk the bound fiend going berserk. Although the Jistka Imperium is long gone, fiend-infused golems still guard its ancient factories and treasure vaults, particularly in the ruins of Rachikan and in other hidden sites along the Chelish coast.

With renewed interest in the Jistka Imperium among such organizations as the Pathfinder Society and Egorian’s prestigious Athenaeum, ancient secrets of fiend-infused golems have leaked to several modern golem crafters. Some of these crafters had already developed their own techniques for creating fiend-infused golems, and use the unearthed Jistkan lore to confirm or supplement their own designs. The artificers of House Thrune are particularly interested in harnessing and improving upon the Jistkan methods, both because the golems promise to be very powerful additions to the Thrune arsenal and because they are always looking for new ways to bind the spirits of Hell.

A fiend-infused golem is the same size and weight as an ordinary golem of its type.

“Fiend-infused” is a template that can be added to any golem that is not vulnerable to fire (referred to hereafter as the base creature). The fiend-infused template must be applied when the golem is created; an existing golem can’t later acquire this template. A fiend-infused golem uses all of the base creature’s statistics and special abilities except as noted here.

CR: Base creature’s CR + 2.
Alignment: Always neutral evil.
Defensive Abilities: Fiend-infused golems gain fast healing 5 and immunity to fire. If the base creature already has damage reduction, it adds good to the qualities needed to bypass that reduction. If the base creature has the immunity to magic defensive ability, it adds susceptibility to banishment and dismissal (see the immunity to magic ability above).
Special Attacks: A fiend-infused golem gains the berserk liberation special attack described above and loses any berserk special attack of the base creature. The amount of damage dealt when the fiend-infused golem goes berserk is equal to 1d6 × its CR (Reflex half; DC = 10 + 1/2 the golem’s Hit Dice + the golem’s Constitution modifier). A fiend-infused golem also gains the hellfire touch special attack described above.
Abilities: A fiend-infused golem’s Intelligence score changes to 4 and its Charisma score changes to 10.
Feats: A fiend-infused golem has feats appropriate for its Hit Dice. The golem’s creator determines the golem’s feats as part of the process of creating the construct. Fiend-infused golems can be assigned any feats they are physically capable of using, although most feats are assigned from the following: Blind-Fight, Combat Reflexes, Intimidating Prowess, Power Attack, Skill Focus (Intimidate), Toughness, and Weapon Focus.
Skills: A fiend-infused golem gains ranks in Intimidate equal to its Hit Dice.
Languages: A fiend-infused golem understands Abyssal and Infernal, but it cannot speak.
Construction: A fiend-infused golem’s base materials cost an additional 25,000 gp above the base creature’s cost to account for the materials that are needed to bind the fiend within the golem. Add the spells dimensional anchor, magic circle against evil, and either planar ally or planar binding to the base creature’s requirements.

The DC of the Craft check required to make the fiend-infused golem’s body is 4 higher than the base creature’s construct skill DC, and the creator must have a minimum caster level 4 higher than the base creature’s minimum required caster level. The increase to the DC of the Craft check and to the caster level are halved (to 2 higher) if the creator possesses at least 10 ranks in Knowledge (planes).

ランパント種(CR+1) Rampant

出典 Pathfinder #142: Gardens of Gallowspire 67ページ
先天性/後天性:先天性
単純なテンプレート:否
招来に使用可能:不可
 正のエネルギー界は、成長、生命、魂の泉であり、形而上学的な流れは、これらの資源を星の心を通して物質界へと運ぶ。特に正のエネルギーの爆発や、部分的に発達した魂は、物質界を通過して、特に植物の生命を早めることができる。丈夫な植物だけが、この他次元界の力を育み、無制限に成長する泉へと変化することができる。このようなランパント種クリーチャーは、その地域の環境を急速に変化させ、一般的な植物を絡み合った葉の塊に変え、ゆっくりと独自の新しい生物に成長させる。

 「ランパント」は、任意の植物クリーチャー(以下基本クリーチャーと呼ぶ)に追加できる先天性テンプレートである。ランパント種クリーチャーはここに記載されてるものを除き、基本クリーチャーのデータと特殊能力を使用する。

 脅威度:基本クリーチャーのCR+1

 オーラ ランパント種クリーチャーは以下のオーラを持つ。

 成長のオーラ(超常)/Aura of Growth:ランパント種クリーチャーから1マイル以内の生きている植物(植物クリーチャーではない)は通常の3倍の速度で成長し、100フィート以内の植物はプラント・グロウスの繁茂の機能の影響を受ける。繁茂した植物は、ランパント種クリーチャーの存在の外で1時間過ごした後、またはランパント種クリーチャーが負のエネルギー・ダメージを受けた場合、即座に通常の状態へと戻る。

 再生:ランパント種クリーチャーは再生5(負のエネルギー)を得る。

 弱点:ランパント種クリーチャーは負のエネルギーに対する脆弱性を得、負のエネルギー・ダメージを受けると、クリーチャーの成長のオーラが1分間無力化される。

 能力値:【耐久力】+4

 特殊能力:ランパント種クリーチャーは以下の特殊能力を得る。

 緑豊かな創世(超常)/Verdant Genesis:毎週、ランパント種クリーチャーから1マイル以内にある生きている植物のグループは、ランパント種クリーチャーの合計ヒット・ダイスを超えない合計ヒット・ダイスを持つ新しい植物クリーチャーに成長する。たとえば、10HDのランパント・クイックウッドは、2体の4HDのアサシン・ヴァインと、2体の1HDのヴェジピグミーを作成できる。これらの新しいクリーチャーは、ランパント種クリーチャーの指揮下にはない。これらの新しいクリーチャーは、それらを作成したランパント種クリーチャーから1マイル以上離れると、1日毎に永続的な1レベルの負のレベルを得る。ランパント種クリーチャーは、緑豊かな創世能力を抑制することができない。
最終更新:2022年06月04日 13:56