Exemplar Creature (CR +3)

In a world of fantasy, belief has power; the superstitions of the common folk can imbue creatures with powers beyond what they would normally possess, born out of their own myths and legends. Others are simple born with this power, and their legend is pure truth. Occasionally a deity may grant a particularly favored servant these powers as a reward. At other times, a god may create such creature because it needs a favored servant but cannot find a worthy worshiper among its flock. These are the Exemplar Creatures. An exemplar creature resembles a perfect specimen of its kind, but it has an unmistakably mark that sets it apart from those of its kin, a scar, unusual eyes, or unique coloration.

Creating an Exemplar Creature

“Exemplar creature” is an acquired or inherited template that can be added to any creature. An exemplar creature uses all the base creature’s statistics and special abilities except as noted here.

CR: +3

Defenses/Qualities: Increase the numeric value of any special quality by 5, for example channel resistance +2 becomes channel resistance +7, damage reduction 10/adamantine becomes 15/adamantine, Resist energy 5 becomes 10, SR 15 becomes SR 20, or regeneration 6 becomes 11, etc.

Speed: Increase all movement types the base creature possesses by 10 ft.

Special Abilities: An exemplar gains the following special abilities.

Perfect Health (Ex): An exemplar creature always possesses maximum hit points.

Enhanced Caster (Ex): If the base creature has a caster level for any of its abilities increase that caster level by 5.

Enhanced Durability (Ex): Exemplar creatures do not go unconscious until they reach a number of negative hit points equal to their constitution modifier, plus half their number of HD. They do not die until they reach a number of negative hit points equal to their constitution score plus their number of HD.

Enhanced Senses (Ex): Increase the range on any special senses the base creature possesses by 50% for example if the base creature has darkvision 60 ft. it becomes darkvision 90 ft.

Enhanced Energy Drain (Ex): If the base creature possesses an energy drain attack, increase the negative levels the base creature inflicts by 2.

Enhanced Special Abilities (Ex): Increase the area, range, duration, damage, bonuses, and effect of any auras and special attacks by 50%; for example, an exemplar nessian hellhound breath weapon would increase from a 30-ft. cone to a 45 ft. cone, and instead of 10d6 fire damage it would deal 15d6 fire damage.

Enhanced Weakness (Ex/Su): If the base creature possesses any special weakness or vulnerabilities, it takes twice as much damage (200%) from that vulnerability, regardless of whether a saving throw is allowed or, if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a –8 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor) instead of the standard -4. Some creatures might suffer additional effects, as noted in their descriptions if that effect can be doubled, double it as well.

Abilities: Increase from the base creature as follows: Str +10 (+5 to attack and damage, +5 to Climb and Swim skill checks, +5 to Strength, and CMB checks, +5 to CMD), Dex +10 ( +5 to Ranged attack rolls; AC and touch AC, Initiative, and Ref saves. +5 to Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth checks, add +5 to any of the base creature’s Dexterity-based DCs), Con +10 (+5 hp per HD, +5 to Fortitude saves, and any of the base creature’s Constitution-based DCs), Int +10 (add 4 bonus languages, add 4 skill points per HD, +5 to Appraise, Craft, Knowledge, Linguistics, and Spellcraft checks +5 to any of the base creature’s Intelligence-based DCs), Wis +10 (+5 to Will saves, +5 to Heal, Perception, Profession, Sense Motive and Survival checks, add +5 to any of the base creature’s Wisdom-based DCs), Cha +10 (+5 to Bluff, diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others, and Channel Energy DCs, +5 to any of the base creature’s Charisma-based DCs).

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