Template - Mystical Creature
Mystical Creatures
Mystical creatures are creature born or empowered with the powers of a sorcerer. Arcane magic flows through their veins and
Creating a Mystical Creature
"Mystical creatures" is an inherited or acquired template that can be applied to any creature with a Cha score of 6 or more. A mystical creature uses all the base creature's statistics and special abilities except as noted here.
CR: As base creature +1
Type: If the creature's type is animal or vermin, it changes to magical beast. Do not recalculate HD, BAB and saves.
Armor Class: Natural armor improves by +2.
Defenses: Gains resistance 5 to one energy type; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
Special Attacks: A mystical creature gains the following:
Bloodline: Each mystical creature has a source of magic in its heritage that grants additional skills and bloodline powers. The mystical creature must select one sorcerer bloodline and gain the class skill, bloodline arcana, and bloodline powers at appropriate Hit Dice.They do not gain the bonus feat and spells that sorcerers gain.
Spell-Like Abilities (Sp): A mystical creature with an Cha score of 8 or highter has a cumulative number of spell-like abilities by its HD. Unless otherwise noted, an ability is usable 1/day. CL equals to the creature's HD (or the CL of the base creature's spell-like abilities, whichever is higher). All spells are drawn from the wizard spell list.
HD Spell-Like Abilities
1-3 one 1st level spell (3/day)
4-5 one 2nd level spell, one additional 1st level spell (3/day)
6-7 one 3rd level spell, one additional 2nd level spell
8-9 one 4th level spell, one additional 3rd level spell
10-11 one 5th level spell, one additional 4th level spell, 1st level spell-like abilities are at-will
12-13 one 6th level spell, one additional 5th level spell
14-15 one 7th level spell, one additional 6th level spell, 2nd level spell-like abilites are 3/day
16-17 one 8th level spell, one additional 7th level spell
18+ one 9th level spell, one additional 8th level spell
Abilites: A half-fiend gains a +4 Con, +2 Int (or minimum of 10), +6 Cha.
Skills: Animals and vermin that become mystical creatures gain skill points per racial HD as magical beasts
Languages: All mystical creatures speak Draconic.
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Mystical Giant Mantis [aka Flaming Devil Mantis] (CR 4, 1,200 XP)
N Large magical beast (augmented vermin)
Init +4; Senses darkvision 60 ft.; Perception +13
[Defense]
AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, -1 size)
hp 38 (4d8+20)
Fort +9, Ref +2, Will +3
DR 5/magic; Resist fire 5
[Offense]
Speed 30 ft., climb 30 ft., fly 40 ft. (poor)
Melee 2 claws +5 (1d6+3 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks lunge, mandibles, sudden strike
Bloodline Abilities (CL 4th, concentration +7)
- resistant touch (6/day), ethereal jaunt (3 rounds)
Spell-Like Abilities (CL 4th, concentration +7)
1/day - bull's strength
3/day - true strike, burning hands (DC 14)
Bloodline divine
[Statistics]
Abl Str 16, Dex 13, Con 20, Int 10, Wis 14, Cha 17
Base Atk +3; CMB +7 (+11 grapple); CMD 18 (22 vs. trip)
Feats Combat Casting, Improved Initiative
Skills Climb +11, Fly +4, Perception +13, Stealth +1 (+13 in forests); Racial Modifiers +4 Perception, +4 Stealth (+12 in forests)
Languages Draconic
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Design Choice: A mystical creature should be a creature of wonder and should not have a fixed list of spell-like abilities nor should it be as versatile as a true sorcerer.
Mystical creatures are creature born or empowered with the powers of a sorcerer. Arcane magic flows through their veins and
Creating a Mystical Creature
"Mystical creatures" is an inherited or acquired template that can be applied to any creature with a Cha score of 6 or more. A mystical creature uses all the base creature's statistics and special abilities except as noted here.
CR: As base creature +1
Type: If the creature's type is animal or vermin, it changes to magical beast. Do not recalculate HD, BAB and saves.
Armor Class: Natural armor improves by +2.
Defenses: Gains resistance 5 to one energy type; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
Special Attacks: A mystical creature gains the following:
Bloodline: Each mystical creature has a source of magic in its heritage that grants additional skills and bloodline powers. The mystical creature must select one sorcerer bloodline and gain the class skill, bloodline arcana, and bloodline powers at appropriate Hit Dice.They do not gain the bonus feat and spells that sorcerers gain.
Spell-Like Abilities (Sp): A mystical creature with an Cha score of 8 or highter has a cumulative number of spell-like abilities by its HD. Unless otherwise noted, an ability is usable 1/day. CL equals to the creature's HD (or the CL of the base creature's spell-like abilities, whichever is higher). All spells are drawn from the wizard spell list.
HD Spell-Like Abilities
1-3 one 1st level spell (3/day)
4-5 one 2nd level spell, one additional 1st level spell (3/day)
6-7 one 3rd level spell, one additional 2nd level spell
8-9 one 4th level spell, one additional 3rd level spell
10-11 one 5th level spell, one additional 4th level spell, 1st level spell-like abilities are at-will
12-13 one 6th level spell, one additional 5th level spell
14-15 one 7th level spell, one additional 6th level spell, 2nd level spell-like abilites are 3/day
16-17 one 8th level spell, one additional 7th level spell
18+ one 9th level spell, one additional 8th level spell
Abilites: A half-fiend gains a +4 Con, +2 Int (or minimum of 10), +6 Cha.
Skills: Animals and vermin that become mystical creatures gain skill points per racial HD as magical beasts
Languages: All mystical creatures speak Draconic.
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Mystical Giant Mantis [aka Flaming Devil Mantis] (CR 4, 1,200 XP)
N Large magical beast (augmented vermin)
Init +4; Senses darkvision 60 ft.; Perception +13
[Defense]
AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, -1 size)
hp 38 (4d8+20)
Fort +9, Ref +2, Will +3
DR 5/magic; Resist fire 5
[Offense]
Speed 30 ft., climb 30 ft., fly 40 ft. (poor)
Melee 2 claws +5 (1d6+3 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks lunge, mandibles, sudden strike
Bloodline Abilities (CL 4th, concentration +7)
- resistant touch (6/day), ethereal jaunt (3 rounds)
Spell-Like Abilities (CL 4th, concentration +7)
1/day - bull's strength
3/day - true strike, burning hands (DC 14)
Bloodline divine
[Statistics]
Abl Str 16, Dex 13, Con 20, Int 10, Wis 14, Cha 17
Base Atk +3; CMB +7 (+11 grapple); CMD 18 (22 vs. trip)
Feats Combat Casting, Improved Initiative
Skills Climb +11, Fly +4, Perception +13, Stealth +1 (+13 in forests); Racial Modifiers +4 Perception, +4 Stealth (+12 in forests)
Languages Draconic
[Special Abilities]
Lunge (Ex) A giant mantis's limbs are capable of reaching much farther than normal for a creature of its size. As a full-attack action, it can make a single attack with its claws at double its normal reach. When a giant mantis attacks with a claw in this manner, it gains a +4 bonus on its attack roll. A giant mantis cannot make attacks of opportunity with its lunge.
Mandibles (Ex) A giant mantis that grabs a foe can make a bite attack against that foe as a secondary attack. The mantis's bite is a +0 attack that inflicts 1d6+1 points of damage on a hit.
Sudden Strike (Ex) A giant mantis is particularly adept at moving quickly when its foes are surprised. During a surprise round, a giant mantis may act as if it had a full round to act, rather than just one standard action.
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Design Choice: A mystical creature should be a creature of wonder and should not have a fixed list of spell-like abilities nor should it be as versatile as a true sorcerer.
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