| Mortagon |
Here's a thread to post your homebrew templates.
Here's some I've created:
An elite creature is a creature that has a great destiny, better training or is plain tougher than a normal creature of its kind. Most elite creatures also have the advanced template.
Fit for purpose (Ex): An elite creature gains +4 to two ability scores up to its racial maximum. It also gain a +2 dodge bonus to its armor class and +2 to its natural armor (if it has any). An elite creature gains a +2 competence bonus to all attack rolls, damage rolls, Cmb, cmd, saving throws, skills and ability checks, caster level checks, concentration checks, initiative checks and SR if it has any. Elite creatures always have maximum hit points for its hit dice. The elite creature gains a bonus feat it meets the requirement for. An elite creature is immune to death and mind-affecting effects.
Heroic (villainous) action (Ex): An elite creature can take an additional turn of actions at an initiative count five lower than what it rolled.
This template can’t be combined with the master template below.
Note: The elite template can be used to represent "boss" encounters or "Solo" monsters.
A master creature is the top of its breed, it has a great destiny, better training or is plain tougher than a normal creature of its kind. They are natural leaders and often followed by a horde of servants. Most master creatures also have the advanced template.
Fit for purpose(Ex): A master creature gains +6 to two ability scores and +4 to the rest of its ability scores up to its racial maximum. It also gains a +4 dodge bonus to its armor class and +4 to its natural armor (if it has any). An elite creature gains a +4 competence bonus to all attack rolls, damage rolls, Cmb, cmd, saving throws, skills and ability checks, caster level checks, concentration checks, initiative checks and SR if it has any. Master creatures always have twice the maximum hit points for its hit dice. A master creature is immune to death and mind-effecting effects and any other effect which would otherwise cause instant death. It counts as twice its hit dice for the purpose of effects limited by hit dice. Any damage reduction, fast healing or regeneration the creature possesses is doubled. The master creature gains two bonus feats it meets the requirements for.
Heroic (villainous) action (Ex): A master creature can take two additional turns of actions, the first at an initiative count five lower than what it rolled and the second at an initiative count of ten lower than its initial initiative. When affected by any adverse effect that would immediately incapacitate it the master creature immediately gets to roll a new save and can make a new save at the beginning of every action of rounds until he makes it or the effect ends. A master creatures actions never provoke attacks of opportunities.
Heroic (Villainous) destiny (Ex): When below 50% of its hit points the master creature rolls twice for all D20 rolls and takes the highest result and is considered to be under the effect of a haste and divine favor spell (although not magical in nature and can’t be dispelled). Once per day when reduced to 0 hit points or below or if he gets incapacitated by any spell or effect the master creature can take a standard action or the withdraw action as an immediate action and during this round gains a +10 luck bonus to AC, saves, attack rolls, damage rolls, skill checks, Cmb, cmd, ability checks and concentration checks at the end of this action he is restored to one hit point. Masters have wealth as a player character of their level or double their normal treasure.
This template can’t be combined with the elite template above.
Note: The master creature is meant to be a "Solo" monster. The end-boss of a long Campaign.
Relentless creature (+1 CR)
Rules: A relentless creature gain +8 to its constitution score. It gains toughness as a bonus feat and fast healing equal to its constitution modifier (Minimum 1), it also gains the ferocity universal special rule.
Rabid creature (+1 CR)
Rules: A rabid creature gains +8 to its strength score. It gains improved natural attack with its primary attack as a bonus feat, and add 1 ½ times its strength bonus to damage with its main attack.
Energetic creature (+1 CR)
Rules: An energetic creature gains +8 to its dexterity score. Its land speed is doubled, and it gains the quick strike universal special rules.
Notes: These three simple templates was made to enhance a particular physical aspect of a creature creating a creature based on speed, resilience or raw physical power or any combination thereof.