Aberrant Template?


Homebrew and House Rules


I'm currently conceptualizing a new campaign, and part of it involves the locals of a city being kidnapped and dragged into the sewer by the BBEG's aberrant minions, and somehow tainted by his aberrant blood, perhaps through a custom spell or other concoction of sorts. Of course, this results in the victim being turned into an abomination, perhaps with tentacles or the like.

Are there any good templates, custom, made up on the spot, or otherwise that'd be good for making a mutant footsoldier? I'm thinking along the lines of tentacles, acidic vomit, other weird stuff. I might implement a "commander"-type as well, for progressed mutation.

I don't usually like using homebrews, but it'd be preferable to forcing monsters from the Bestiary into a campaign concept they won't fit into.


The half illithid template from Underdark is pretty weird.

Silver Crusade

I don't have it in front of me, but the Advanced Bestiary from Green Ronin is fantastic for this sort of thing.(the book gets heavy use in Paizo's adventures, even)

I don't think there's one template that provides all you want, but there are several to pull from to represent different forms of mutation. Ooze Creature template for example turns any living, organic being into a slime-based creature that holds to its original shape, and is capable of inflicting the same transformation upon whatever victims it doesn't simply eat. Acid splash attack as well. Then there's muck creatures, flesh plant creatures(which are horrifying), etc. I don't think the pdf is available here. I think the hardcopy is still in stock though!

One of Goodman Games' monster compilation books for 3.5(Blackdirge's Dungeon Denizens I think) povides a "leader" type aberration template: The Abollar. It's specifically tied to aboleths, but it can easily be refluffed. Tentacles, intelligent, big villain potential. I believe the pdf is still on sale here.

There's also the pseudonatural creature template in....one of the 3.5 D&D books. Can't recall exactly which one. I believe it only transforms the creature's type to aberration though. Could be wrong.

edit-Advanced Bestiary looks like it's sold out. The pdf is available through other stores though, and is well worth the purchase. Dungeon Denizens is still here though!


Pathfinder Bestiary = page 306 = Aberration Types

If you want to add some Aberration HD to a normal creature, or build your own form scratch. Then just tack on one special ability to make it unique.


Good suggestions so far, though I have limited resources at my current disposal.

@Mikaze: You're right about one template not being enough to cover everything that I want, especially if some of these abominations will be combat-oriented while others are more stealthy (i.e. the kidnappers).

Perhaps I can just brew up a system similar to the Ogrekin's - roll for a random beneficial mutation(s), and once more for a detrimental one. My only problem is determining how it would affect CR.


I'm working on a template, I should have it up here in a few minutes.


Mutant Template:

Mutant traits
(Hit Die and level are used interchangeably herein)
CR: +1
Type: creatures type changes to aberration, do not recalculate BAB,HP, Saves, or skills except as noted below.
AC: +2 natural, stacks with any natural armor the base creature may already have.
Defensive Powers: DR/Lawful equal to 1/2 it's HD; immune to insanity and confusion
Melee and ranged attacks: the base creature gains any two of the following natural attacks(all are primary and damage assumes medium size):
Bite (1d6), 2 claws (1d4), 2 tentacles (1d4), or sting (1d6)
Special Attacks (Choose one or roll a d10 to determine):
1) Acid Blood (whenever the target takes damage from a piercing or slashing source, creatures in the square the attack came from take 1d4 + con mod acid damage (Ref save for half; DC 10+1/2 HD+Con mod)
2) Infest (Whenever the creature hits with a natural attack, the target must also make a fort save or become infested by parasitic worms (treat as a disease: Type: injury; Save:fort DC; onset:1d10 minutes; frequency: 1/day; Effect: 1d4 con damage; Cure: 2 consecutive saves; if the creatures con is reduced to 0, A swarm bursts from the creature)
3) cannibalize (The mutant must have a bite attack, creatures bitten must also save or lose 1 point of str, and the mutant gains 5 temporary hp for 1 hour)
4) Blinding Musk (All creatures in adjacent squares must make a fort save or be blinded for 1d4 rounds, multiple failed saves renew the duration)
5) Horrific (creatures that see the mutant must make a will save or be shaken for 1d4+hd rounds. A successful save renders the creature immune to that mutants Horrific ability for 24 hours.)
6) Bloated (the mutant occupies space as if it were one size category larger, but gains none of the usual benefits (but it does gain the penalties) if the mutant dies, it explodes deal 1d4 + hd damage to all creatures within 10 ft. (Ref for half))
7) The mutant can breath out a 15 ft. cone of insanity mist 1/day (core rule book page 560).
8) creatures struck by the mutants natural attacks must make a will save or be confused (as the spell) for 1 round.
9) The mutant has Improved grab and constrict (using tentacle attacks).
10) Kamikaze (the creature can blow itself up as a full round action, dealing 1d4 acid damage per hit die to all creatures within 10 ft. (ref for half))
Abilities: +2 Str, +2 Con; Int becomes a 3, Wis becomes a 6, Cha becomes a 6

Also you could use the Eidalon, give it a CR equal to the summoner level required to summon it,-2. Don't even need the summoner.


Eidalon Mutants!
This thing was once human.

CR 1 Biped:
Biped Mutant CR 1
-----------------
XP 400
Eidalon 3
CN Medium Aberration
Init +5
Senses: Darkvision 60', Perception +6

Defense:
-----------------
HP 19 (3d10+3)
AC 15, Touch 11, Flat-Footed 14 (+1 Dexterity, +4 Natural Armor)
Fort +4, Ref +2, Will +3
Resisances: Acid 5
Offense
-----------------
Speed: 30'
Melee 2 Claws +7 (1d6+4) and 1 Tentacle +3 (1d4+2)

Stats
-----------------
Str 19, Dex 13, Con 13, Int 7, Wis 10, Cha 11
BAB +3; CMB +7; CMD 18
Feats: Weapon Focus (Tentacle), Improved Initiative
Skills: Acrobatics +7, Intimidate +6, Perception +6, Stealth +7
SQ: Biped Base Form
Special Abilities
-----------------
Evolutions: Tentacle, limbs (legs), lims (arms), claws, Improved Natural Attack (Claws), Resistance (acid), Improved Attribute (Strength)


I think this one was a dog...
CR 1 Quadruped:
Quadraped Mutant CR 1
-----------------
XP 400
Eidalon 3
CN Medium Aberration
Init +5
Senses: Darkvision 60', Perception +6

Defense:
-----------------
HP 19 (3d10+3)
AC 16, Touch 12, Flat-Footed 14 (+2 Dexterity, +4 Natural Armor)
Fort +4, Ref +5, Will +1
Resisances: Acid 5
Offense
-----------------
Speed: 40'
Melee Bite +5 (1d6+2) and 2 Tentacles +2 (1d4+1)

Stats
-----------------
Str 15, Dex 15, Con 13, Int 7, Wis 10, Cha 11
BAB +3; CMB +5; CMD 17
Feats: Weapon Focus (Tentacle), Improved Initiative
Skills: Acrobatics +8, Intimidate +6, Perception +6, Stealth +8
SQ: Quadraped Base Form
Special Abilities
-----------------
Evolutions: Tentacle (X2), limbs (legs), lims (arms), claws, Resistance (acid), Pounce, Scent


I don't even want to know what this was!
CR 1 Serpentine:
Serpentine Mutant CR 1
-----------------
Eidalon 1
CN Medium Outsider (Extraplanar)
Init +3
Senses: Darkvision 60', Perception +4

Defense
-----------------
HP 21 (3d10+6)
AC 17, Touch 13, Flat-Footed 14 (+3 Dexterity, +4 Natural Armor)
Fort +2, Ref +6, Will +3

Offense
-----------------
Speed: 20', Climb 20'
Melee Bite +4 (1d6+1) and 1 Tentacles +0 (1d4) and 1 Tail Slap -1 (1d6)

Stats
-----------------
Str 13, Dex 17, Con 13, Int 7, Wis 10, Cha 11
BAB +3; CMB +2; CMD 15
Feats: Weapon Focus (Tentacle), Toughness
Skills: Acrobatics +9, Intimidate +6, Perception +6, Stealth +9
SQ: Serpentine Base Form
Special Abilities
-----------------
Evolutions: Tentacle, Climb: 20 ft, Bite, Tail, Tail slap, Grab (Tentacle), Constrict


Wicked template!

The idea of using the Eidolon Evolution concept is appealing though. If I remember correctly, Animated Objects work similarly as well.

Perhaps I could conceive some type of Abomination system, with Mutation points based on racial HD. The Evolutions are nice, but there aren't enough freaky ones.

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