TEXT:  
   
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
   
  http://www.crystalkeep.com/d20 
   
  Collected by Chet Erez  (cerez@crystalkeep.com) 
  April 1, 2005 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Cross-Breed Templates........................2 
  Elemental Cross-Breeds.........................2 
  Half-Air Elemental ...........................2 
  Half-Earth Elemental ........................2 
  Half-Fire Elemental ..........................2 
  Half-Water Elemental.......................2 
  Outsider Cross-Breeds ...........................3 
  Half-Celestial....................................3 
  Half-Fiend.........................................3 
  Half-Janni .........................................4 
  Half-Rakshasa...................................4 
  Dragon Cross-Breeds .............................4 
  Half-Dragon......................................4 
  Fey Cross-Breeds ...................................5 
  Half-Fey............................................5 
  Half-Nymph......................................5 
  Half-Satyr .........................................5 
  Monstrous Humanoid Cross-Breeds.......5 
  Half-Doppelganger ...........................5 
  Half-Minotaur...................................5 
  Giant Cross-Breeds ................................6 
  Half-Ogre..........................................6 
  Half-Scrag.........................................6 
  Half-Troll..........................................6 
  Undead Cross-Breeds.............................7 
  Fetch .................................................7 
  Gheden..............................................7 
  Ghul ..................................................8 
  Katane...............................................8 
  Denizen Templates...............................9 
  Elemental Plane Denizens......................9 
  Air Elemental Creature .....................9 
  Cold Elemental Creature...................9 
  Earth Elemental Creature..................9 
  Fire Elemental Creature....................9 
  Water Elemental Creature.................9 
  Wood Elemental Creature...............10 
  Inner Plane Denizen.............................10 
  Shadow Creature.............................10 
  Outer Plane Denizens...........................11 
  Celestial Creature............................11 
  Fiendish Creature............................11 
  Axiomatic ‘Perfect’ Creature..........11 
  Anarchic ‘Unfinished’ Creature......11 
  Distant Plane Denizen..........................12 
  Pseudonatural..................................12 
  Illness Templates............................... 13 
  Lycanthropes........................................13 
  Lycanthrope  – Common.................13 
  Lycanthrope  – Humanoid Form.....13 
  Lycanthrope  – Hybrid Form...........13 
  Lycanthrope  – Animal Form..........13 
  Dragon Psychosis.................................14 
  Nameless.........................................14 
  Ravening.........................................14 
  Riddled............................................14 
  Spellhoarding..................................14 
  Wandering.......................................14 
  Infections..............................................15 
  Wendigo..........................................15 
  Undead Templates............................. 16 
  Mindless Undead..................................16 
  Skeleton ..........................................16 
  Zombie............................................16 
  Intelligent Undead................................17 
  Death Knight...................................17 
  Ghost...............................................17 
  Lich.................................................17 
  Vampire ..........................................18 
  Class-Based Undead.............................19 
  Huecuva..........................................19 
  Swordwraith....................................19 
  Modified Undead .................................19 
  Spell Stitched..................................19 
  Deathless..............................................20 
  Sacred Watcher...............................20 
  Inflicted Templates............................ 21 
  Half-Golems.........................................21 
  Half-Golem – Brass ........................21 
  Half-Golem – Clay..........................21 
  Half-Golem – Dragonflesh..............21 
  Half-Golem – Flesh.........................21 
  Half-Golem – Iron ..........................21 
  Half-Golem – Stained Glass ...........22 
  Half-Golem – Stone ....................... 22 
  Transformed........................................ 22 
  Captured One................................. 22 
  Half-Illithid.................................... 22 
  Voidmind ....................................... 23 
  Recycled.............................................. 23 
  Yellow Musk Zombie .................... 23 
  Unusual Creature Templates ..............24 
  Hybrid Creatures ................................. 24 
  Chimeric ........................................ 24 
  Tauric............................................. 24 
  Unusual Breeds ................................... 24 
  Horrid............................................. 24 
  Magebred ....................................... 24 
  Spellwarped ................................... 24 
  Ti-Khana........................................ 25 
  Woodling ....................................... 25 
  Specially Trained Creatures ................ 25 
  Warbeast ........................................ 25 
  Super-Sized......................................... 26 
  Titanic............................................ 26 
  Constructed Templates........................ 26 
  Effigy............................................. 26 
  Deity Related Templates....................27 
  Rewards............................................... 27 
  Elder Serpent.................................. 27 
  Fire-Souled..................................... 27 
  Saint............................................... 27 
  Sanctified ....................................... 27 
  Representatives ................................... 28 
  Aleax.............................................. 28 
  Monster of Legend......................... 28 
  Spell Templates..................................29 
  Living Spell.................................... 29 
  Index ..................................................30 
  Appendix............................................31 
  Revision History.................................. 31 
  Damage Category Table...................... 31 
  Key to Sourcebooks ............................ 31 
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Cross-Breed Templates 
   
  Page 2 
  Cross-Breed Templates 
   
  Cross-bread creatures have one “normal” parent and one parent from another plane of existence.  
    
  Elemental Cross-Breeds 
   
   
  Elemental Cross-Breed 
  Templates 
  Description 
  Stats 
  Other Effects 
  Half-Air Elemental 
  (sentient creature who has an 
  Air Elemental  / Outsider as 
  one parent) 
  (MotP p188)(3.5up p26)+ 
  (DR326 p87)+ 
  Look normal except 
  for little things, such 
  as their hair always 
  rustling in the wind 
  (even indoors). 
  Inherited Template 
  that can be added to 
  any corporeal 
  creature with an Int 
  of 4+. 
  Becomes an ‘Outsider (air)’ 
  Natural Armor +1  
  Dex +2  
  Int +2  
  Wis +2  
  Con +2  
  Cha +2  
  Level Adj +3 
  CR +3  
  Immune to Disease, Air, & Cold Effects. 
  If Int or Wis is 8+, can use the following abilities once per day. 
  HD 
  Ability 
  HD 
  Ability 
  1-2 
  Obscuring Mist 
  11-12 Chain Lightning 
  3-4 
  Wind Wall 
  13-14 Control Weather 
  5-6 
  Gaseous Form 
  15-16 Whirlwind 
  7-8 
  Wind Walk 
  17-18 Elemental Swarm 
  9-10 Control Winds 
  19+ 
  Plane Shift 
  Half-Earth Elemental 
  (sentient creature who has an 
  Earth Elemental / Outsider 
  as one parent)  
  (MotP p188)(3.5up p26)+  
  (DR326 p87)+ 
  Look normal except 
  for little things, such 
  as the way their 
  eyes gleam like 
  gemstones. 
  Inherited Template 
  that can be added to 
  any corporeal 
  creature with an Int 
  of 4+. 
  Becomes an ‘Outsider (earth)’ 
  Natural Armor +3  
  Str +4  
  Dex –2  
  Con +4  
  Level Adj +3 
  CR +3  
  Immune to Disease & Earth Effects. 
  If Int or Wis is 8+, can use the following abilities once per day. 
  HD 
  Ability 
  HD 
   
  1-2 
  Magic Stone 
  11-12 Stoneskin 
  3-4 
  Soften Earth/Stone 13-14 Earthquake 
  5-6 
  Stone Shape 
  15-16 Iron Body 
  7-8 
  Spike Stone 
  17-18 Elemental Swarm 
  9-10 Wall of Stone 
  19+ 
  Plane Shift 
  Half-Fire Elemental 
  (sentient creature who has a 
  Fire Elemental / Outsider as 
  one parent)  
  (MotP p188)(3.5up p26)+  
  (DR326 p87)+ 
  Look normal except 
  for little things, such 
  as their red hair 
  seeming to smoke 
  then they get angry. 
  Inherited Template 
  that can be added to 
  any corporeal 
  creature with an Int 
  of 4+. 
  Becomes an ‘Outsider (fire)’ 
  Natural Armor +1  
  Dex +4  
  Int +2  
  Cha +2  
  Level Adj +3 
  CR +3  
  Immune to Disease & Fire Effects. 
  If Int or Wis is 8+, can use the following abilities once per day. 
  HD 
  Ability 
  HD 
   
  1-2 
  Burning Hands 
  11-12 Fire Seeds 
  3-4 
  Produce Flame 
  13-14 Firestorm 
  5-6 
  Flaming Sphere 
  15-16 Incendiary Cloud 
  7-8 
  Wall of Fire 
  17-18 Elemental Swarm 
  9-10 Fire Shield 
  19+ 
  Plane Shift 
  Half-Water Elemental 
  (sentient creature who has a 
  Water Elemental / Outsider 
  as one parent)  
  (MotP p188)(3.5up p26)+  
  (DR326 p87)+ 
   
   
   
   
  Look normal except 
  for little things, such 
  as leaving wet hand 
  & foot prints 
  wherever they go. 
  Inherited Template 
  that can be added to 
  any corporeal 
  creature with an Int 
  of 4+. 
  Becomes an ‘Outsider (water)’
  Natural Armor +1  
  Str +2 
  Int +2 
  Wis +2 
  Con +2 
  Cha +2 
  Level Adj +3 
  CR +3  
  Immune to Disease & Water Effects. 
  If Int or Wis is 8+, can use the following abilities once per day. 
  HD 
  Ability 
  HD 
   
  1-2 
  Obscuring Mist 
  11-12 Cone of Cold 
  3-4 
  Fog Cloud 
  13-14 Acid Fog 
  5-6 
  Water Breathing 
  15-16 Horrid Wilting 
  7-8 
  Control Water 
  17-18 Elemental Swarm 
  9-10 Ice Storm 
  19+ 
  Plane Shift 
   
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Cross-Breed Templates 
   
  Page 3 
  Outsider Cross-Breeds 
   
   
  Outsider Cross-Breed 
  Templates 
  Description 
  Stats 
  Other Effects 
   
  Half-Celestial 
  (sentient creature who has a 
  Celestial as one parent) 
  (MM p144) 
  Look pleasant, often 
  with golden skin, 
  metallic hair, and 
  often feathered 
  wings. 
  Can be applied to any 
  living, corporeal 
  creature with at least 
  a 4 Intelligence & a 
  non-Evil alignment. 
  Becomes an ‘Outsider 
  (native)’ 
  Always has a Good alignment 
  All have feathered wings 
  which allows Flying (good 
  maneuverability) at double 
  the creature’s ground speed. 
  +4 Racial bonus to Fortitude 
  saves vs. poison. 
  Base Skill Points are now 
  (8+Int mod) * (Racial HD+3) 
  Natural Armor bonus 
  increases by +1  
  Str +4  
  Dex +2  
  Con +4  
  Int +2  
  Wis +4  
  Cha +4  
  Level Adjustment +4 
  up to 5 HD, CR +1 
  6-10 HD, CR +2 
  11+HD, CR +3 
  Immune to Disease. 
  Darkvision 60’. 
  Daylight, at will. 
  Spell Resistance of HD + 10 (max. 35). 
  Smite Evil – If a designated normal melee attack hits, it does +HD 
  damage (max. +20) to an Evil target.  Usable once per day.  
  Natural Weapons are considered ‘magic’ for purposes of 
  overcoming another creature’s Damage Reduction. 
  if 11HD or less, gain Damage Reduction 5/magic. 
  if 12HD or more, gain Damage Reduction 10/magic. 
  Acid, Cold, & Electricity Resistance 10. 
  If  the base creature’s Intelligence or Wisdom is 8+ or the base 
  creature has at least two spell-like abilities, it can use the 
  following abilities (DC is Charisma-based): 
  HD 
  Spell-Like Ability 
  1-2 
  Bless (1/day), Protection from Evil (3/day) 
  3-4 
  Aid (1/day), Detect Evil (1/day) 
  5-6 
  Cure Serious Wounds (1/day), Neutralize Poison (1/day) 
  7-8 
  Holy Smite (1/day), Remove Disease (1/day) 
  9-10 Dispel Evil (1/day) 
  11-12 Holy Word (1/day) 
  13-14 Hallow (1/day), Holy Aura (3/day) 
  15-16 Mass Charm Monster (1/day) 
  17-18 Summon Monster IX (celestials only) (1/day) 
  19+ 
  Resurrection (1/day) 
   
  Half-Fiend 
  (sentient creature who has a 
  Fiend as one parent)  
  (MM p148) 
  Look hideous, often 
  with dark scales, 
  horns, and often bat 
  wings. 
  Can be applied to any 
  living, corporeal 
  creature with at least 
  a 4 Intelligence & a 
  non-Good alignment 
  Becomes an ‘Outsider 
  (native)’ 
  Always has an Evil alignment 
  All have bat wings which 
  allows Flying (average 
  maneuverability) at the 
  creature’s ground speed. 
  Base Skill Points are now 
  (8+Int mod) * (Racial HD+3) 
  Natural Armor bonus 
  increases by +1  
  Str +4  
  Dex +4  
  Con +2  
  Int +4  
  Cha +2  
  Level Adjustment +4 
  up to 5 HD, CR +1 
  6-10 HD, CR +2 
  11+HD, CR +3 
  Darkvision 60’.   
  Immune to Poison. 
  Spell Resistance of HD + 10 (max. 35). 
  Smite Good – If a designated normal melee attack hits, it does 
  +HD damage (max. +20) to a Good target.  Usable once per day.  
  Natural Weapons are considered ‘magic’ for purposes of 
  overcoming another creature’s Damage Reduction. 
  if 11HD or less, gain Damage Reduction 5/magic. 
  if 12HD or more, gain Damage Reduction 10/magic. 
  Acid, Cold, Electricity, & Fire Resistance 10. 
  Gain Claw (Damage Category 6) & Bite (Damage Category 4). 
  If  the base creature’s Intelligence or Wisdom is 8+ or the base 
  creature has at least two spell-like abilities, it can use the 
  following abilities (DC is Charisma-based): 
  HD 
  Spell-Like Ability 
  1-2 
  Darkness (3/day) 
  3-4 
  Desecrate (1/day) 
  5-6 
  Unholy Blight (1/day) 
  7-8 
  Poison (3/day) 
  9-10 Contagion (1/day) 
  11-12 Blasphemy (1/day) 
  13-14 Unholy Aura (3/day), Unhallow (1/day) 
  15-16 Horrid Wilting (1/day) 
  17-18 Summon Monster IX (fiends only) (1/day) 
  19+ 
  Destruction (1/day) 
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Cross-Breed Templates 
   
  Page 4 
  Outsider Cross-Breed 
  Templates 
  Description 
  Stats 
  Other Effects 
   
  Half-Janni 
  (born to one Janni parent & 
  a humanoid) 
  (DR313 p93)  
  Looks like its 
  humanoid parent 
  with ‘warm’ hued 
  skin & a touch of 
  red or gold. 
  Inherited Template 
  that can be added to 
  any Humanoid. 
  Gain Feat: Improved Initiative.
  Str +2 
  Dex +2 
  Int +2 
  Wis +2 
  Natural Armor +1 
  Level Adjustment +3 
  CR +1 
  Planar Jaunt, 1/day – the Half-Janni and any willing creatures may 
  travel to an Elemental, Astral, or other Material plane for one 
  minute per Racial HD, after which all return to their original 
  locations. 
  Gain Fire Resistance 5. 
  Gains Charisma-based spell-like abilities, cast at Racial HD level: 
  Enlarge Person, 1/day. 
  Invisibility, 1/day. 
  Reduce Person, 1/day. 
  Speak with Animals, 1/day. 
   
  Half-Rakshasa 
  (born to one Rakshasa parent 
  & a humanoid) 
  (DR313 p96)  
  Has fur and claws. 
  Inherited Template 
  that can be added to 
  any Humanoid of 
  Small-size to Large-
  size. 
  Often has an Evil alignment. 
  Dex +2 
  Con +2 
  Cha +2 
  Natural Armor +4 
  Level Adjustment +3 
  CR +1 
  Gain two Damage Category 4 Claw attacks. 
  +10’ movement. 
  Damage Reduction 5 / magic or piercing. 
  Gains Charisma-based spell-like abilities, cast at Racial HD level: 
  Empathy, at will. 
  Disguise Self, 3/day. 
   
   
  Dragon Cross-Breeds 
   
   
  Dragon Cross-Breed 
  Templates 
  Description 
  Stats 
  Other Effects 
  Half-Dragon 
  (sentient creature who has a 
  Dragon as one parent) 
  (MM p146) 
  They have scales, 
  reptilian eyes, 
  enlarged teeth & 
  claws, and often 
  reptilian wings. 
  Inherited Template 
  that can be added to 
  any living, corporeal 
  creature. 
  Becomes a ‘Dragon’ 
  Increased hit die type (up to 
  d12) 
  Half-Dragons of Large-size or 
  greater have reptilian wings 
  which allow Flying 
  (Average maneuverability) 
  at twice the base creature’s 
  ground speed (max 120’). 
  Natural Armor bonus 
  improves by +4  
  Str +8  
  Con +2  
  Int +2  
  Cha +2  
  Level Adj +3 
  CR +2 (min CR of 3) 
  Low-light vision. 
  Darkvision 60’. 
  Immune to sleep & paralysis effects. 
  Gain two Claw (Damage Category 4) & one Bite (Damage 
  Category 6) attacks. 
  Base Skill Points are now (6+Int mod) * (Racial HD+3). 
  Gain a breath weapon matching its parent, usable once per day.   
  It does 6d8 damage and the DC is Constitution-based. 
  Type 
  Breath Weapon 
  Immune to… 
  Black 
  60’ Line of Acid 
  Acid 
  Blue 
  60’ Line of Electricity 
  Electricity 
  Brass 
  60’ Line of Fire 
  Fire 
  Bronze 
  60’ Line of Electricity 
  Electricity 
  Copper 
  60’ Line of Acid 
  Acid 
  Gold 
  30’ Cone of Fire 
  Fire 
  Green 
  30’ Cone of Acidic Gas 
  Acid 
  Red 
  30’ Cone of Fire 
  Fire 
  Silver 
  30’ Cone of Cold 
  Cold 
  White 
  30’ Cone of Cold 
  Cold 
   
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Cross-Breed Templates 
   
  Page 5 
  Fey Cross-Breeds 
   
   
  Fey Cross-Breed 
  Templates 
  Description 
  Stats 
  Other Effects 
   
  Half-Fey 
  (living creatures who have 
  Fey blood in them)  
  (FF p89)  
  (3.5up p24)+ 
  The looks of a Half-
  Fey very from 
  creature to creature. 
  Some are breath-
  takingly beautiful.  
  Others are hideous.  
  Also, some are 
  obviously different 
  from birth, while 
  others seem like 
  their base creature 
  until later in life. 
  Inherited Template 
  that can be added to 
  any living, corporeal 
  creature. 
  Becomes a ‘Fey’. 
  Has d6 HD. 
  Damage Reduction 5 / cold 
  iron 
  Alignment tend towards 
  Chaotic 
  Dex +2 
  Con –2 
  Wis +2 
  Cha +4 
  Level Adjustment +1 
  CR +1 
   
   
  Gains Butterfly Wings if the base creature did not already have 
  wings.  Flying speed is 2x fastest normal movement with 
  Good maneuverability. 
  Gains Low-Light Vision. 
  Immune to Enchantment spells & effects. 
  Charm Person, at will. 
  If Cha or Wis is 8+, can use the following abilities at least 1/day. 
  HD 
  Ability 
   
  1-2 
  Hypnotism, 1/day;  Faerie Fire –or– Glitterdust,1/day 
  3-4 
  Detect Law, 3/day,  Sleep –or– Enthrall, 1/day 
  5-6 
  Protection from Law, 3/day; 
  Tasha’s Hideous Laughter or Suggestion, 1/day 
  7-8 
  Confusion –or– Emotion, 1/day 
   
  9-10 
  Eyebite –or– Lesser Geas, 1/day 
  11-12 
  Dominate Person –or– Hold Monster, 1/day 
  13-14 
  Mass Invisibility, 1/day 
  15-16 
  Geas/Quest –or– Mass Suggestion, 1/day 
  17-18 
  Insanity –or– Mass Charm, 1/day 
  19+ 
  Otto’s Irresistible Dance, 1/day 
   
  Half-Nymph 
  (born to one Nymph parent 
  & a humanoid) 
  (DR313 p95)  
  Always beautiful, 
  vibrant, & graceful. 
  Inherited Template 
  that can be added to 
  any Humanoid. 
  Usually has a Chaotic 
  alignment. 
  Dex +2 
  Int +2 
  Wis +2 
  Cha +4 
  Level Adjustment +2 
  CR +2 
  Gain Low-Light Vision. 
  Considered a Fey when targeted with Enchantments, trying to 
  activate Fey-specific magic items, etc. 
  Awesome Beauty – any Humanoid within 30’ who looks at the 
  Half-Nymph is Shaken (WillNeg, DC is Charisma-based) for 1 
  minute.  Continued looking results in additional saves, the failure 
  of which resets the duration.  The Half-Nymph can suppress or 
  resume this ability as a Free Action.  This is a [mind][fear] effect. 
   
  Half-Satyr 
  (born to one Satyr parent & 
  a humanoid) 
  (DR313 p96)  
  Rugged, with dark, 
  curly hair and heavy 
  foreheads or small 
  horns. 
  Inherited Template 
  that can be added to 
  any Humanoid of 
  Small to Large-size. 
  Often has a Chaotic 
  alignment. 
  Natural Armor +2 
  Level Adjustment +1 
  CR +0 
  Gains a Damage Category 4 Head Butt attack. 
  Gain Low-Light Vision. 
  Considered a Fey when targeted with Enchantments, trying to 
  activate Fey-specific magic items, etc. 
  +2 Racial bonus to Hide, Listen, Move Silently, Perform (any 
  one), and Spot checks. 
   
  Monstrous Humanoid Cross-Breeds 
   
   
  Monstrous Humanoid 
  Cross-Breed Templates 
  Description 
  Stats 
  Other Effects 
   
  Half-Doppelganger 
  (born to one doppelganger 
  parent & one humanoid) 
  (DR313 p93)  
  Looks like its 
  humanoid parent 
  until its first change, 
  then its gray-
  skinned form can be 
  seen in while it is 
  changing. 
  Inherited Template 
  that can be added to 
  any Humanoid. 
  Gains the ‘shapechanger’ 
  subtype. 
  +2 Racial bonus to Bluff and 
  Disguise checks. 
  Gain Feat: Alertness. 
  Immune to Sleep and Charm 
  effects. 
  Wis +2 
  CR +2 
  Alternate Forms – gains 3 alternate forms, which may be of any 
  Medium or Small-sized Humanoid race & of either gender.  Once 
  chosen, they cannot be changed.  This ability is similar to Alter 
  Self cast at 9th level, but has unlimited duration and can be used 
  as a Standard Action. 
  Empathy, at will – Able to detect the emotions of an intelligent 
  creature within close range (WillNeg, no SR).  Save is Charisma-
  based.  Gain a +2 Competence bonus on all Charisma-based 
  checks made against a creature whose emotions are being 
  monitored.  
   
  Half-Minotaur 
  (born to one Minotaur parent 
  & a giant, humanoid, or 
  monstrous humanoid) 
  (DR313 p94)  
  Upper body is 
  covered with shaggy 
  hair, while head has 
  a snout & horns. 
  Inherited Template 
  that can be added to 
  any Small-sized to 
  Huge-sized Giant, 
  Humanoid, or 
  Monstrous 
  Humanoid. 
  Usually has a Chaotic 
  alignment. 
  Gain Feat: Track. 
  Str +4 
  Con +2 
  Int –2 
  Wis +2 
  Natural Armor +2 
  Level Adjustment +1 
  if size increases, CR +1 
  If the Base Creature was of Small or Medium size, its size is 
  increased by one category, with all the appropriate changes to its 
  ability scores, etc., plus a +10’ improvement to base movement.  
  These changes are in addition to the bonuses and penalties listed. 
  Darkvision 60’. 
  Gain the Scent ability. 
  +2 Racial bonus on Search, Spot, & Listen checks. 
  Gain a Damage Category 6 Gore attack. 
  +4 bonus on checks to escape a Maze spell & always know which 
  direction is North. 
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Cross-Breed Templates 
   
  Page 6 
  Giant Cross-Breeds 
   
   
  Giant Cross-Breed 
  Templates 
  Description 
  Stats 
  Other Effects 
   
  Half-Ogre 
  (born to one Ogre parent & a 
  giant, humanoid, or 
  monstrous humanoid) 
  (DR313 p94)  
  Larger, cruder 
  version of the base 
  creature, with 
  mottled skin, thick 
  brown hair, & warts. 
  Inherited Template 
  that can be added to 
  any Giant, 
  Humanoid, or 
  Monstrous 
  Humanoid. 
  Usually has an Evil 
  alignment. 
  Str +4 
  Int –2 
  Cha –2 
  Natural Armor +2 
  Level Adjustment +1 
  if size increases, CR +1 
  If the Base Creature was of Small or Medium size, its size is 
  increased by one category, with all the appropriate changes to its 
  ability scores, etc., plus a +10’ improvement to base movement.  
  These changes are in addition to the bonuses and penalties listed. 
  Considered a Giant as well as its base creature type. 
  Darkvision 60’. 
   
  Half-Scrag 
  (a creature that is part 
  Aquatic Troll, usually due to 
  magical experimentation) 
  (FF p94)  
  Gains many Aquatic 
  Troll attributes, such 
  as a pointy nose, 
  long arms, greenish 
  skin, and an 
  insatiable hunger. 
  Inherited Template 
  that can be added to 
  any Animal, 
  Dragon, Fey, Giant, 
  Humanoid, Magical 
  Beast, Monstrous 
  Humanoid, or 
  Outsider. 
  Becomes a ‘Giant’. 
  +4 improvement to Natural 
  Armor 
  Str +6 
  Dex +2 
  Con +6 
  Int –2 
  Cha –2 
  CR +2 
  Fast Healing 5, while immersed in water only. 
  Swim speed 20’. 
  Land speed is reduced by 5’. 
  Darkvision 60’. 
  Gain the Scent ability. 
  Gain Claw (Damage Category 6), Bite (Damage Category 4). 
  If both Claws hit, does a Rend attack that is 2x the damage dice of 
  a Claw attack + 1½ Strength modifier. 
   
   
  Half-Troll 
  (a creature that is part Troll, 
  usually due to magical 
  experimentation) 
  (FF p93)  
  Gains many Troll 
  attributes, such as a 
  pointy nose, long 
  arms, greenish skin, 
  and an insatiable 
  hunger. 
  Inherited Template 
  that can be added to 
  any Animal, 
  Dragon, Fey, Giant, 
  Humanoid, Magical 
  Beast, Monstrous 
  Humanoid, or 
  Outsider. 
  Becomes a ‘Giant’. 
  +4 improvement to Natural 
  Armor 
  Str +6 
  Dex +2 
  Con +6 
  Int –2 
  Cha –2 
  CR +2 
  Fast Healing 5. 
  Darkvision 60’. 
  Gain the Scent ability. 
  Gain Claw (Damage Category 6), Bite (Damage Category 4). 
  If both Claws hit, does a Rend attack that is 2x the damage dice of 
  a Claw attack + 1½ Strength modifier. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Cross-Breed Templates 
   
  Page 7 
  Undead Cross-Breeds 
   
   
  Undead Cross-Breed 
  Templates 
  Description 
  Stats 
  Other Effects 
   
  Fetch 
  (usually occurs when a 
  Ghost is allowed to 
  impregnate the woman it 
  loves with the blessing of a 
  deity) 
  (DR313 p62)  
  Physically weak 
  looking person with 
  pale, bluish, or 
  ashen skin, sad eyes, 
  and a melodious 
  voice. 
  Template that can be 
  added to any Giant, 
  Humanoid, or 
  Monstrous 
  Humanoid. 
  Darkvision 60’ 
  Fly 30’, with Perfect 
  maneuverability 
  Immune to energy drains, 
  ability damage, ability drain, 
  and the special attacks of 
  Ghosts. 
  +4 Racial bonus on Move 
  Silent checks. 
  +2 Racial bonus on saves vs. 
  Fear, Poison, Disease, 
  Paralysis, & spells from the 
  Necromancy school. 
  Str –2 
  Dex +2 
  Con –2 
  Cha +2 
  Level Adjustment +5 
  CR +1 
  When it dies, there is a 3% per HD chance the Fetch will rise as a 
  Ghost. 
  Spells such as Detect Undead will detect a Fetch as if it were an 
  Undead of half its HD. 
  Fortification – there is a 50% chance that any Sneak Attack and/or 
  Critical Hit on the Fetch will be negated.  Does not stack with 
  other forms of Fortification. 
  When saving against Negative Energy damage (such as from an 
  Inflict Wounds spell), the Fetch takes no damage on a successful 
  save and half damage on a failed save. 
  Slow Aging – the Fetch ages at ¼th normal rate after it reaches 
  maturity. 
  A Fetch Cleric receives a +2 bonus to Turn or Rebuke Ghosts. 
  Takes 1d4 damage from a direct hit of Holy Water. 
  Vulnerability to Turning – A turning attempt that would Turn or 
  Rebuke an Undead of half the Fetch’s HD causes the Fetch to 
  receive a –4 penalty on attacks, saves, skill checks, & ability 
  checks until the ‘turner’ attacks the Fetch, up to 10 rounds.  If the 
  attempt would have Destroyed or Commanded the Fetch, it is 
  Stunned for 2d4 rounds. 
  Telekinesis, every 1d4 rounds at Character level. 
  Unnerving Gaze – a living creature who meets the Fetch’s gaze is 
  Shaken for 10 minutes (WillNeg, DC is Charisma-based).  A 
  successful save gives 24 hours of immunity from that Fetch’s 
  gaze. 
  Detect Undead (incorporeal only), at will at Caster level. 
  Ghost Form, 1/day – as a Full Round Action, the Fetch can release 
  its spirit from its physical body, leaving it comatose.  The ghost 
  form carries no equipment.  If destroyed, the spirit returns to its 
  body & takes 1hp of damage per minute it was away.  Otherwise, 
  the spirit can return any time it wishes and reenter its body as a 
  Full Round Action. 
  Unnatural Aura – animals will not willingly approach closer than 
  15’ to a Fetch & will panic if forced closer. 
   
  Gheden 
  (one parent was a mindless 
  undead, usually due to the 
  tinkering of a Necromancer) 
  (DR313 p63)  
  Gray, corpse-like 
  skin, with hollow, 
  black eyes.  Often 
  gaunt, but 
  sometimes very 
  muscular.  Smell 
  like recently dug 
  dirt. 
  Template that can be 
  added to any Giant, 
  Humanoid, or 
  Monstrous 
  Humanoid. 
  Often Neutral Evil. 
  Darkvision 60’ 
  +4 Racial bonus on Intimidate 
  checks. 
  Immune to energy drains 
  attacks 
  Immune to fear & confusion 
  effects. 
  +2 Racial bonus on saves vs. 
  Fear, Poison, Disease, 
  Paralysis, & spells from the 
  Necromancy school. 
  Gain the Endurance, Diehard, 
  & Toughness feats. 
  Str +4 
  Dex –2 
  Con –2 
  Int –2 
  Cha –4 
  Level Adjustment +1 
  CR +0 
  When it dies, there is a 3% per HD chance the Gheden will rise as 
  a mindless Undead (typically a Zombie). 
  Spells such as Detect Undead will detect a Gheden as if it were an 
  Undead of half its HD. 
  Fortification – there is a 50% chance that any Sneak Attack and/or 
  Critical Hit on the Gheden will be negated.  Does not stack with 
  other forms of Fortification. 
  When saving against Negative Energy damage (such as from an 
  Inflict Wounds spell), the Gheden takes no damage on a 
  successful save and half damage on a failed save. 
  Slow Aging – the Gheden ages at ¼th normal rate after it reaches 
  maturity. 
  A Gheden Cleric receives a +2 bonus to Turn or Rebuke mindless 
  Undead. 
  Takes 1d4 damage from a direct hit of Holy Water. 
  Vulnerability to Turning – A turning attempt that would Turn or 
  Rebuke an Undead of half the Gheden’s HD causes the Gheden 
  to receive a –4 penalty on attacks, saves, skill checks, & ability 
  checks until the ‘turner’ attacks the Gheden, up to 10 rounds.  If 
  the attempt would have Destroyed or Commanded the Gheden, it 
  is Stunned for 2d4 rounds. 
  Dead Nerves – Gheden have a minimal sense of touch and no 
  sense of pain.  Not effected by non-lethal damage, stunning, & 
  death from massive damage.  The Ghaden receives a –8 penalty 
  on skill checks involving touch (such as Open Lock), but 
  receives a +4 bonus on Concentration checks to ignore damage. 
  Detect Undead (mindless only), at will at Caster level. 
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Cross-Breed Templates 
   
  Page 8 
  Undead Cross-Breed 
  Templates 
  Description 
  Stats 
  Other Effects 
   
  Ghul 
  (a child who survived when 
  its pregnant mother was 
  turned into a Ghoul, Ghast, 
  or a Lacedon) 
  (DR313 p63)  
  Gaunt, leathery skin, 
  sharp teeth, long 
  tongues.  Skin can 
  be white, black, 
  green, or even pale 
  purple.  Eyes are 
  pupilless & often 
  yellow, red, or 
  green. 
  Template that can be 
  added to any Giant, 
  Humanoid, or 
  Monstrous 
  Humanoid. 
  Often Chaotic Evil. 
  Darkvision 60’ 
  +2 Racial bonus on Climb, 
  Hide, Jump, and Move 
  Silently checks. 
  +2 Racial bonus on saves vs. 
  Fear, Poison, Disease, 
  Paralysis, & spells from the 
  Necromancy school. 
  +4 Racial bonus on saves vs. 
  non-ingested poisons. 
  Immune to energy drains 
  attacks, disease, ingested 
  poisons, & the paralyzing 
  attack of Ghouls, Ghasts, & 
  Lacedons. 
  Immune to odor-based 
  attacks, including a Ghast’s 
  stench ability & Stinking 
  Cloud. 
  Str +2 
  Dex +4 
  Wis +4 
  Cha +2 
  Level Adjustment +3 
  CR +1 
  When it dies, there is a 3% per HD chance the Ghul will rise as a 
  Ghoul, Ghast, or Lacedon. 
  Spells such as Detect Undead will detect a Ghul as if it were an 
  Undead of half its HD. 
  Fortification – there is a 50% chance that any Sneak Attack and/or 
  Critical Hit on the Ghul will be negated.  Does not stack with 
  other forms of Fortification. 
  When saving against Negative Energy damage (such as from an 
  Inflict Wounds spell), the Ghul takes no damage on a successful 
  save and half damage on a failed save. 
  Slow Aging – the Ghul ages at ¼ h normal rate after it reaches 
  maturity. 
  A Ghul Cleric receives a +2 bonus to Turn or Rebuke Ghouls, 
  Ghasts, and/or Lacedons. 
  Takes 1d4 damage from a direct hit of Holy Water. 
  Vulnerability to Turning – A turning attempt that would Turn or 
  Rebuke an Undead of half the Ghul’s HD causes the Ghul to 
  receive a –4 penalty on attacks, saves, skill checks, & ability 
  checks until the ‘turner’ attacks the Ghul, up to 10 rounds.  If the 
  attempt would have Destroyed or Commanded the Ghul, it is 
  Stunned for 2d4 rounds. 
  Gains a Damage Category 6 Bite attack. 
  When making a Bite or Unarmed attack, the Ghul may attempt to 
  Paralyze his/her opponent for 1d4+1 minutes (FortNeg, DC is 
  Charisma-based).  The Ghul may attempt this HD times per day.  
  Elves are immune. 
  Gruesome Hunger – After not eating the raw or rotten meat of an 
  intelligent creature for 6 days, the Ghul must start making a Will 
  save vs. DC 15 each day.  Once it fails, it has 24 hours to eat 
  10% of its body weight of intelligent creature or its will be 
  Sickened until it eats 50% of its body weight! 
   
  Katane 
  (a child who has a Vampire 
  as one of its parents) 
  (DR313 p64)  
  Pale & slender, black 
  hair, pronounced 
  canine teeth, & 
  slightly pointed ears 
  Inherited Template 
  that can be added to 
  any Humanoid, 
  Giant, or Monstrous 
  Humanoid. 
  Often Chaotic Evil 
  Darkvision 60’ 
  Immune to energy drains 
  attacks & the Domination 
  power of Vampires. 
  +2 Racial bonus on saves vs. 
  Fear, Poison, Disease, 
  Paralysis, & spells from the 
  Necromancy school. 
  +4 Racial bonus on Bluff, 
  Hide, Listen, Move Silently, 
  & Spot checks. 
  Gain Improved Initiative feat. 
  Cold Resistance 5. 
  Electricity Resistance 5. 
  Damage Reduction 5 / silver 
  Str +2 
  Dex +2 
  Cha +2 
  Level Adjustment +4 
  CR +1 
  When it dies, there is a 3% per HD chance the Katane will rise as 
  a Vampire. 
  Spells such as Detect Undead will detect a Katane as if it were an 
  Undead of half its HD. 
  Fortification – there is a 50% chance that any Sneak Attack and/or 
  Critical Hit on the Katane will be negated.  Does not stack with 
  other forms of Fortification. 
  When saving against Negative Energy damage (such as from an 
  Inflict Wounds spell), the Katane takes no damage on a 
  successful save and half damage on a failed save. 
  Slow Aging – the Katane ages at ¼th normal rate after it reaches 
  maturity. 
  A Katane Cleric receives a +2 bonus to Turn or Rebuke Vampires. 
  Takes 1d4 damage from a direct hit of Holy Water. 
  Vulnerability to Turning – A turning attempt that would Turn or 
  Rebuke an Undead of half the Katane’s HD causes the Katane to 
  receive a –4 penalty on attacks, saves, skill checks, & ability 
  checks until the ‘turner’ attacks the Katane, up to 10 rounds.  If 
  the attempt would have Destroyed or Commanded the Katane, it 
  is Stunned for 2d4 rounds. 
  If it has pinned a foe, the Katane can drink its blood, causing 1d4 
  Constitution Drain per round & gaining 5 Temporary HP. 
  Blood Hunger – if the Katane has not drunk blood for 3 days, it 
  must start making Will saves vs. DC 15 every day.  When it fails, 
  it has until the next sunrise to drink blood or he/she will take a 
  cumulative –1 Morale penalty each day to attacks, checks, and 
  saves until blood is drunk. 
  Charm Person, Charisma modifier times per day (min 1) at 
  Character level.  DC is Charisma-based. 
  Spider Climb, at will. 
  Light Sensitivity – Dazzled by bright sunlight or within the radius 
  of a Daylight spell. 
  Can sense Vampire, Vampire Spawn, Katane, & other Undead 
  who feed on blood within 200’. 
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Denizen Templates 
   
  Page 9 
  Denizen Templates 
   
  Denizens are the “echoes” of aberrations, animals, beasts, magical beasts, plants, & vermin on other planes of existence.   
   
  Elemental Plane Denizens 
   
   
  Elemental Plane Denizen 
  Templates 
  Description 
  Stats 
  Other Effects 
   
  Air Elemental Creature 
  (version of normal creatures 
  that live on the Air 
  Elemental Plane) 
  (MotP p191)(3.5up p26)+ 
  Appear to be solid 
  clouds in the shape 
  of their base 
  creature. 
  Inherited Template 
  that can be added to 
  any corporeal 
  Aberration, Animal, 
  Magical Beast, 
  Plant, or Vermin. 
  Becomes an ‘Elemental (air)’ 
  Fly 100’ (Perfect 
  maneuverability) 
  Has d8 hit dice 
  Darkvision 60’ 
  Dex +6 
  Level Adj +4 
  if 3-7 HD , CR +1 
  if 8+ HD, CR +2  
  Airborne creatures are –1 to attack & damage against you. 
  Immune to poison, sleep, paralysis, stunning, & critical hits. 
  Speak Auran if Intelligence is 4+. 
  Gain Feat: Flyby Attack. 
   HD 
  Damage Reduction 
   
   1-7 
  — 
   
   8-11 
  5 / magic 
   
   12+ 
  10 / magic 
   
   
  Cold Elemental Creature 
  (version of normal creatures 
  that live on the Ice 
  Elemental Plane) 
  (MotP p195)(3.5up p26)+ 
  Appear similar to 
  their originals, but 
  made from ice & 
  snow, with icicles 
  for teeth. 
  Inherited Template 
  that can be added to 
  any corporeal 
  Aberration, Animal, 
  Magical Beast, 
  Plant, or Vermin.. 
  Becomes an ‘Elemental (cold)’
  Has d8 hit dice 
  Darkvision 60’ 
  Natural Armor +3  
  Level Adj +5 
  if 3-7 HD, CR +1 
  if 8+ HD, CR +2  
  Does extra cold damage based on hit dice (see below) when it hits 
  with natural weapons. 
  Immune to poison, sleep, paralysis, stunning, & critical hits. 
  Speak Auran or Aquan if Intelligence is 4+. 
   HD 
  Damage Reduction 
  Extra Damage 
   1-3 
  — 
  — 
   4-7 
  — 
  1d4 
   8-11 
  5 / magic 
  1d6 
   12+ 
  10 / magic 
  2d6 
   
  Earth Elemental Creature 
  (version of normal creatures 
  that live on the Earth 
  Elemental Plane) 
  (MotP p192)(3.5up p26)+ 
  Appear to be moving 
  piles of dirt & rocks 
  in the shape of their 
  base creature. 
  Inherited Template 
  that can be added to 
  any corporeal 
  Aberration, Animal, 
  Magical Beast, 
  Plant, or Vermin. 
   
  Becomes an ‘Elemental (earth)’
  Burrows like a Xorn at the 
  creature’s base speed or 20’, 
  whichever is higher. 
  Has d8 hit dice. 
  Darkvision 60’ 
  Natural Armor +3  
  Str +2  
  Dex –2  
  Level Adj +4 
  if 3-7 HD, +1 CR  
  if 8+ HD, +2 CR  
  Gain a +1 bonus to attack & damage if both you and your 
  opponent are both touching the ground. 
  If your opponent is in the air or water, suffer a –4 penalty on 
  attack & damage. 
  Aware of anything in contact with the ground within 60’. 
  Immune to poison, sleep, paralysis, stunning, & critical hits. 
  Speak Terran if Intelligence is 4+. 
   HD 
  Damage Reduction 
   
   1-7 
  — 
   
   8-11 
  5 / magic 
   
   12+ 
  10 / magic 
   
   
   
  Fire Elemental Creature 
  (version of normal creatures 
  that live on the Fire 
  Elemental Plane) 
  (MotP p193)(3.5up p26)+ 
  Appear similar to 
  their base creatures, 
  but bathed in flame 
  or charred. 
  Inherited Template 
  that can be added to 
  any corporeal 
  Aberration, Animal, 
  Magical Beast, 
  Plant, or Vermin. 
   
  Becomes an ‘Elemental (fire)’ 
  Has d8 hit dice. 
  Darkvision 60’ 
  Level Adj +5 
  +1 CR if 3-7 HD 
  +2 CR if 8+ HD 
   
  Does extra fire damage based on hit dice (see below) when it hits 
  with natural weapons.  Also, the target must make a Reflex save 
  vs. DC 7 + HD to avoid catching fire for 1d4 rounds (see DMG 
  chapter 3).  The same applies if you are attacked with someone 
  else’s natural weapons. 
  Immune to poison, sleep, paralysis, stunning, & critical hits. 
  Speak Ignan if Intelligence is 4+. 
   HD 
  Damage Reduction 
  Extra Damage 
   1-3 
  — 
  — 
   4-7 
  — 
  1d4 
   8-11 
  5 / magic 
  1d6 
   12+ 
  10 / magic 
  2d6 
   
  Water Elemental Creature 
  (version of normal creatures 
  that live on the Water 
  Elemental Plane) 
  (MotP p194)(3.5up p26)+ 
  Appears similar to its 
  base creature, but 
  made from water. 
  Inherited Template 
  that can be added to 
  any corporeal 
  Aberration, Animal, 
  Magical Beast, 
  Plant, or Vermin. 
   
  Becomes an ‘Elemental 
  (water)’ 
  Has d8 hit dice 
  Darkvision 60’ 
  Swim 90’ 
  Level Adj +5 
  if 3-7 HD, CR +1 
  if 8+ HD, CR +2 
   
  Gain a +1 bonus to attack & damage if both you and your 
  opponent are both touching water. 
  Can put out fires, including magical fires on a dispel magic roll. 
  If you or your opponent are on land, suffer a –4 penalty on attack 
  & damage. 
  Immune to poison, sleep, paralysis, stunning, & critical hits. 
  Speak Aquan if Intelligence is 4+. 
   HD 
  Damage Reduction 
   1-7 
  — 
   8-11 
  5 / magic 
   12+ 
  10 / magic 
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Denizen Templates 
   
  Page 10 
  Elemental Plane Denizen 
  Templates 
  Description 
  Stats 
  Other Effects 
   
  Wood Elemental Creature 
  (version of normal creatures 
  that live on the Wood 
  Elemental Plane) 
  (MotP p196)(3.5up p26)+ 
  Appear similar to 
  their originals, but 
  made from wood, 
  branches, and 
  leaves. 
  Inherited Template 
  that can be added to 
  any corporeal 
  Aberration, Animal, 
  Magical Beast, 
  Plant, or Vermin. 
   
  Becomes an ‘Elemental 
  (wood)’ 
  Has d8 hit dice 
  Darkvision 60’ 
  Ground speed is halved 
  Level Adj +5 
  if 3-7 HD, CR +1  
  if 8+ HD, CR +2 
   
   
  May launch wooden spikes up to 120’ without range penalty.  
  Each spike does 1d6 + Str modifier.  The creature may launch its 
  HD in spikes per day. 
  Aware of anything in contact with plants within 60’. 
  Immune to poison, sleep, paralysis, stunning, & critical hits. 
  Immune to polymorphing and mind-influencing effects 
  Speak Sylvan & Treant if Intelligence is 4+. 
   HD 
  Damage Reduction 
   1-7 
  — 
   8-11 
  5 / magic 
   12+ 
  10 / magic 
   
   
  Inner Plane Denizen 
   
   
  Inner Plane Denizen 
  Templates 
  Description 
  Stats 
  Other Effects 
   
  Shadow Creature 
  (shadowy distorted versions 
  of corporal creatures from 
  the Material Plane) 
  (MotP p190)(3.5up p26)+ 
  Appear similar to the 
  original, but looks 
  distorted and 
  washed out. 
  Inherited Template 
  that can be added to 
  any corporeal 
  creature. 
   
  Becomes a ‘Magical Beast’ 
  +50% movement 
  +6 bonus on Move Silently 
  checks 
  Darkvision 60’ 
  Low-light vision. 
  Level Adj +2 
  CR +1 
   
  Cold resistance 5 +1 per HD (max. 20). 
  Shadow Blend – As long as the Shadow Creature is not in full 
  daylight (or a Daylight spell), it can blend into the shadows, 
  gaining Total Concealment. 
  One of the following per 4 HD (round up): 
  • +2 Luck bonus on all saving throws. 
  • Cause Fear at 5th, usable once per day. 
  • Damage Reduction 5/magic. 
  • Evasion. 
  • Mirror Image at 5th, usable once per day. 
  • Plane Shift (self only) at 15th to / from the Plane of Shadows, 
  usable once per day. 
  • Fast Healing 2. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Denizen Templates 
   
  Page 11 
  Outer Plane Denizens 
   
   
  Outer Plane Denizen 
  Templates 
  Description 
  Stats 
  Other Effects 
  Celestial Creature 
  (version of corporeal living 
  creatures that are associated 
  with the Good planes) 
  (MM p31) 
  Appear similar to 
  their originals, but 
  more beautiful & 
  often with metallic 
  coloring.  
  Can be applied to 
  Good or Neutral-
  aligned Corporeal 
  Animals, 
  Aberrations, 
  Dragons, Fey, 
  Giants, Humanoids, 
  Magical Beasts, 
  Monstrous 
  Humanoids, Plants, 
  & Vermin 
  Animals & Vermin becomes 
  Outsiders; others keep 
  original Creature Type. 
  Gain the ‘Extraplanar’ trait. 
  Always Good 
  Minimum Intelligence of 3 
  Darkvision 60’ 
  if 4-7 HD, CR +1  
  if 8+ HD, CR +2  
  Smite Evil – If a designated normal attack hits, it does +HD 
  damage (max. +20) to a evil target.  Usable once per day.  
  Spell Resistance of HD + 5 (max. 25). 
   
   
   
  Acid, Cold, & 
   HD 
  Damage Reduction 
  Electricity Resistance 
   1-3 
  — 
  5 
   4-7 
  5 / magic 
  10 
   8-11 
  5 / magic 
  15 
   12+ 
  10 / magic 
  20 
  If the creature gains Damage Reduction, its natural weapons are 
  considered ‘magic’ for purposes of overcoming other creature’s 
  Damage Reduction. 
  Fiendish Creature 
  (version of corporeal living 
  creatures that are associated 
  with the Evil planes)  
  (MM p107) 
  Appear similar to 
  their originals, but 
  twisted, with horns, 
  tails, hooves, scales, 
  or other deformities. 
  Can be applied to 
  Evil or Neutral-
  aligned Corporeal 
  Animals, 
  Aberrations, 
  Dragons, Fey, 
  Giants, Humanoids, 
  Magical Beasts, 
  Monstrous 
  Humanoids, Oozes, 
  Plants, & Vermin 
  Animals & Vermin becomes 
  Outsiders; others keep 
  original Creature Type. 
  Gain the ‘Extraplanar’ trait. 
  Always Evil 
  Minimum Intelligence of 3 
  Darkvision 60’ 
  if 4-7 HD, CR +1 
  if 8+ HD, CR +2 
   
  Smite Good – If a designated normal attack hits, it does +HD 
  damage (max. +20) to a good target.  Usable once per day.  
  Spell Resistance of HD + 5 (max. 25). 
   HD 
  Damage Reduction 
  Cold & Fire Resistance 
   1-3 
  — 
  5 
   4-7 
  5 / magic 
  10 
   8-11 
  5 / magic 
  15 
   12+ 
  10 / magic 
  20 
  If the creature gains Damage Reduction, its natural weapons are 
  considered ‘magic’ for purposes of overcoming other creature’s 
  Damage Reduction. 
  Axiomatic ‘Perfect’ 
  Creature 
  (version of corporeal living 
  creatures that are associated 
  with the Lawful planes) 
  (MotP p197)(3.5up p26)+ 
  Appear similar to 
  their originals, but 
  without 
  randomness, having 
  cleaner lines & 
  symmetry. 
  Can be applied to any 
  corporeal creature 
  of Lawful or Neutral 
  alignment. 
  Animals become Magical 
  Beasts, other keep their 
  original Creature Type. 
  Always Lawful. 
  Minimum Intelligence of 3 
  Darkvision 60’ 
  Level Adj +4 
  if 4-7 HD, CR +1 
  if 8+ HD, CR +2  
  Smite Chaos – If a designated normal attack hits, it does +HD 
  damage (max. +20) to a chaotic target.  Usable once per day.  
  Spell Resistance of 2 x HD (max. 25). 
  Linked Minds with all other Axiomatic creatures of a particular 
  type within 300’.  None can be flanked or flat-footed unless they 
  all are. 
   
   
  Acid, Cold, & 
   HD 
  Electricity Resistance 
  up to 11 
  5 
   12+ 
  10 
  Anarchic ‘Unfinished’ 
  Creature 
  (version of corporeal living 
  creatures that are associated 
  with the Chaotic planes) 
  (MotP p198)(3.5up p26)+ 
  Appear similar to 
  their originals, but 
  with blotchy 
  skin/fur, and an 
  asymmetric look. 
  Can be applied to any 
  corporeal creature 
  of Chaotic or 
  Neutral alignment. 
  Animals become Magical 
  Beasts, other keep their 
  original Creature Type. 
  Always Chaotic 
  Minimum Intelligence of 3 
  Darkvision 60’ 
  Level Adj +5 
  if 4-7 HD, CR +1 
  if 8+ HD, CR +2  
  Smite Law – If a designated normal attack hits, it does +HD 
  damage (max. +20) to a lawful target.  Usable once per day.  
  Immune to polymorphing & petrifaction. 
   
   
   
  Acid, Cold, & 
  Fast 
   HD 
  Damage Reduction 
  Electricity Resistance Healing 
   1-3 
  — 
  5 
  — 
   4-7 
  — 
  10 
  1 
   8-11 
  — 
  15 
  3 
   12+ 
  10 / magic 
  20 
  5 
   
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Denizen Templates 
   
  Page 12 
   
  Distant Plane Denizen 
   
   
  Distant Plane Denizen 
  Templates 
  Description 
  Stats 
  Other Effects 
  Pseudonatural 
  (creatures from beyond 
  known space who are 
  masquerading as 
  recognizable creatures)  
  (MotP p212)(3.5up p26)+ 
  (CArc p160) 
  Looks & acts like the 
  normal creature that 
  is poses as, until it 
  transforms into a 
  mass of tentacles. 
  Can be applied to any 
  corporeal creature. 
  Becomes an ‘Outsider’. 
  Minimum Int of 3. 
  if 4-7 HD, CR +1 
  if 8+ HD, CR +2 
  True Strike, 1/day. 
  Spell Resistance of 2 x HD (max. 25). 
  As a Standard Action, the creature can make itself look grotesque.  
  This doesn’t change its abilities, but all opponents receive a -1 
  Morale penalty on attacks against it. 
   
   
  Damage 
  Electricity & 
   HD 
  Reduction 
  Acid Resistance 
   1-3 
  — 
  5 
   4-11 
  5 / magic 
  5 
   12+ 
  10 / magic 
  10 
   
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Illness Templates 
   
  Page 13 
  Illness Templates 
   
  Lycanthropes 
   
   
  Lycanthrope Templates 
  Description 
  Stats 
  Other Effects 
  Lycanthrope  – Common 
  (hybrid animal / humanoid 
  that are either born that way 
  (Natural) or are infected 
  with it (Afflicted)) 
  (MM p175) 
  Acquired or Inherited 
  Template that is 
  applied a Humanoid 
  or Giant (base 
  creature) and an 
  Animal (base 
  animal). 
  The base creature and 
  base animal must be 
  within one size 
  category (larger or 
  smaller) of each 
  other. 
  Keeps the creature type of the 
  base creature & gains the 
  (shapechanger) subtype. 
  Has the HD & hit-points of 
  the base creature and the 
  base animal (each of which 
  have a different Con mod). 
  Base Attack Bonus is the base 
  creature’s BAB + the base 
  animal’s BAB. 
  Base Save Bonuses are the 
  base creature’s BSB + the 
  base animal’s BSB. 
  Wisdom +2. 
  In all forms, use the base 
  creature’s Ability Scores, 
  modified by the values listed 
  Level Adjustment +2 for 
  Afflicted & +3 for Natural 
  CR set by base animal’s HD: 
  up to 2 HD - +2 CR 
  3-5 HD 
  - +3 CR 
  6-10 HD 
  - +4 CR 
  11-20 HD - +5 CR 
  21+ HD 
  - +6 CR 
  A Natural Lycanthrope that bites a victim whose size is within one 
  category of its Animal Form can pass on the disease of 
  Lycanthropy (FortNeg DC15). 
  Able to change from one of its forms to another as a Standard 
  Action.  Its equipment is not effected & it does not heal. 
  Able to communicate with normal & dire versions of its base 
  animal, gaining a +4 Racial bonus on checks to influence the 
  animal’s attitude. 
  Gain Low-Light Vision & Scent abilities. 
  Gain Feat: Iron Will.  
  Gains (2 + Int mod) skill points for each HD of its base animal. 
  Keeps the Racial bonuses to skills of base creature and base animal
  Keeps the base animal’s feats, though if the Humanoid form does 
  not qualify for them, they are not available in that form. 
  Lycanthrope  
  – Humanoid Form 
   
  Natural Armor bonus 
  increases by +2. 
  Able to cast spells normally. 
   
  Lycanthrope  
  – Hybrid Form 
   
   
  Natural Armor bonus is the 
  better of its Humanoid form 
  or its Animal Form. 
  Size is the larger of the base 
  creature & base animal. 
  Has the base creature’s speed. 
  Str   +(base animal’s Str – 10) 
  Dex +(base animal’s Dex–10) 
  Con +(base animal’s Con–10) 
  Gains one bite (Category 6) & two claw (Category 4) attacks. 
  Able to cast spells that do not have verbal components. 
  Natural Lycanthropes gain Damage Reduction 10/silver. 
  Afflicted Lycanthropes gain Damage Reduction 5/silver. 
   
  Lycanthrope  
  – Animal Form 
   
   
  Natural Armor bonus 
  increases by +2. 
  Str   +(base animal’s Str – 10) 
  Dex +(base animal’s Dex–10) 
  Con +(base animal’s Con–10) 
  Able to cast spells that do not have verbal, somatic, or material 
  components (due to metamagics). 
  Natural Lycanthropes gain Damage Reduction 10/silver. 
  Afflicted Lycanthropes gain Damage Reduction 5/silver. 
   
  Examples of some common Lycanthropes 
   
  Name 
  Base Animal 
  Ability modifiers for Hybrid & Animal Forms 
  Preferred Alignment 
  Werebear 
  Brown Bear 
  Str +16, Dex +2, Con +8 
  Lawful Good 
  Wereboar 
  Boar 
  Str +4, Con +6 
  Neutral 
  Wererat 
  Dire Rat 
  Dex +6, Con +2 
  Chaotic Evil 
  Weretiger 
  Tiger 
  Str +12, Dex +4, Con +6 
  Neutral 
  Werewolf 
  Wolf 
  Str +2, Dex +4, Con +4 
  Chaotic Evil 
  Dire Wereboar 
  Dire Board 
  Str +16, Con +6 
  Neutral 
   
   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Illness Templates 
   
  Page 14 
  Dragon Psychosis 
   
   
  Dragon Psychosis 
  Templates 
  Description 
  Stats 
  Other Effects 
   
  Nameless 
  (a Dragon so paranoid that is 
  has removed every reference 
  to itself, killed/out-lived 
  anyone who knew it, has no 
  friends, & has even forgotten 
  its own name)  
  (DR313 p75)  
  Seldom speaks, only 
  goes out on the 
  darkest of nights. 
  Acquired Template 
  that can be added to 
  any True Dragon of 
  at least Adult age. 
  –10 penalty to all 
  Intelligence-based skills. 
  +10 Racial bonus to Hide & 
  Move Silently checks. 
  CR –1 per 5 spell caster level 
  lost –or– +1 if base creature 
  had no spellcasting  
  Looses all spell-casting & spell-like abilities. 
  Nondetection, always on at 20th level. 
  Immune to all Mind-Affecting Effects. 
  If its name is spoken within a 100 mile radius, the Nameless 
  dragon knows the direction & distance to the location where its 
  name was said, though it forgets in 1 day if not acted upon. 
  +5 Spell Resistance (min 15). 
  The DC of any Bardic Knowledge, Gather Information, or 
  Knowledge check to learn information about the Nameless 
  dragon is equal to the dragon’s new Spell Resistance. 
   
  Ravening 
  (a Dragon who eat everything 
  in sight, which gives it extra 
  energy to breath more often & 
  has excess energy oozing 
  from its very body)  
  (DR313 p77)  
  Always hungry, 
  never stops hunting. 
  Acquired Template 
  that can be added to 
  any True Dragon. 
  +2 DC to breath weapon. 
  Str +4 
  Wis –4 
  CR +1, –1 per 4 Constitution 
  points last due to hunger 
  May use its breath weapon for 3 consecutive rounds, then it must 
  wait for 1d4 rounds before it can start again. 
  Any creature that attacks the Ravening Dragon with a non-reach 
  weapon takes 1d6 + 1 per Caster level (max 1d6+15) damage of 
  the same type as the Dragon’s breath weapon. 
  Must eat its own size category in food each day.  Each size 
  category smaller counts as 1/4
  th as much food.  For example, a 
  Huge Dragon must each a Huge creature, 4 Large creature, 16 
  Medium creatures, etc., or a combination thereof.  Each day it 
  does not eat enough, the Dragon takes 1 point of Constitution 
  Drain which is never restored except through magic.  A hungry 
  Ravening Dragon eats without any control. 
   
  Riddled 
  (a Dragon who has become 
  obsessed with puzzles, 
  riddles, etc.)  
  (DR313 p78)  
  Talks regularly, but 
  seldom stays on one 
  topic for long. 
  Acquired Template 
  that can be added to 
  any True Dragon. 
  Always Lawful.  Gains the 
  ‘lawful’ subtype. 
  Int +6 
  Wis –4 
  CR +0 
  +4 bonus on save vs. Mind-Affecting spells & effects. 
  Although it casts spells as a Sorcerer, the Riddled Dragon’s bonus 
  spells & spell DC’s are based on its Intelligence, not Charisma.  
  Also, it looses one spell slot from each level. 
  If an opponent succeeds in beating the Riddled Dragon in an 
  opposed Knowledge check (in which it has taken ranks), the 
  Dragon become lost in thought for 1d10 rounds, though a threat 
  will break it out of its state. 
  A Riddled Dragon must make 3 Intelligence checks vs. DC 20 to 
  escape a Maze spell. 
   
  Spellhoarding 
  (a Dragon obsessed with 
  spells, whose knowledge of 
  magic is not intuitive, but 
  carefully learned.  Such a 
  Dragon behaves as a Wizard, 
  using its own scales as its 
  spellbook)  
  (DR313 p79)  
  Scales are inscribed 
  with magic runes. 
  Acquired Template 
  that can be added to 
  any True Dragon 
  whose Intelligence 
  is at least 3 higher 
  than the norm, at 
  least one Caster 
  level, and maximum 
  ranks in Knowledge 
  (arcana). 
  +5 Racial bonus on Spellcraft 
  checks. 
  Gains the Eschew Materials 
  and Scribe Scroll feats. 
  Int +2 
  Wis –4 
  CR +0 
  Memorizes and casts spells as a Wizard (instead of a Sorcerer).  
  Instead of a spellbook, the Spellhoarding Dragon inscribes its 
  spells on its own scales.  These spells can also be used by the 
  Dragon similarly to scrolls (which destroyed that inscription of 
  the spell), up to (Caster level + Intelligence modifier) spells per 
  day.  Also, the Dragon can consume an inscribed spell to supply 
  20 XP or 100 gp of components to a spell. 
  Spellcatching – the Spellhoarding Dragon readies to counter-spell, 
  but with any spell of higher level with the same school or which 
  has a descriptor in common.  If successful, the Dragon expends a 
  gems worth 100 gp per spell level (or consumes the appropriate 
  amount of runes from its Spellhoard).  If all steps are followed, 
  the spell is counted and is added to the Dragon’s Spellhoard. 
   
  Wandering 
  (a sleepwalking Dragon, who 
  cannot rest normally and is 
  surrounded by an area of 
  waking dreams)  
  (DR313 p81)  
  A cloud of illusions 
  with an unfocused 
  Dragon in the 
  middle 
  Acquired Template 
  that can be added to 
  any True Dragon. 
  –10 Racial penalty to all 
  Listen, Search, & Spot 
  checks. 
  Dex +6 
  Con –4 
  CR +0 
  The Wandering Dragon has half the normal number of spells that 
  is can cast each day. 
  Haste (self only), 3/day as a Free Action at Caster level (Dragons 
  with no Caster level to not gain this ability). 
  Spontaneous Illusions – the Wandering Dragon is always 
  surrounded by an area of ever-changing illusions in a radius of 
  10’ per HD.  All attacks (including the Dragon’s) within this area 
  of effect have a 20% Miss Chance.  All creatures in the area 
  receive a –4 penalty on all Strength-based, Dexterity-based, & 
  Constitution-based skill checks. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Illness Templates 
   
  Page 15 
  Infections 
   
   
  Infection-Based 
  Templates 
  Description 
  Stats 
  Other Effects 
   
  Wendigo 
  (transformed into a 
  cannibalistic monster by the 
  bite of another Wendigo)  
  (FF p187)  
  (3.5up p24)+ 
  Looks feral & wild-
  eyed, with sharp 
  teeth, matted hair, 
  and bloody stumps 
  instead of feet. 
  Acquired Template 
  that can be added to 
  any Animal, Giant, 
  Humanoid, Magical 
  Beast, or Monstrous 
  Humanoid. 
   
  Becomes a ‘Fey (cold)’. 
  Hit Die changes to d6. 
  Always Chaotic Evil 
  Damage Reduction 5 / cold 
  iron. 
  Flying speed 120’ (perfect 
  maneuverability), unless 
  base flying speed was 
  higher. 
  Looses all other movement 
  speeds, including land. 
  +8 Racial bonus to Hide, 
  Move Silently, & Survival 
  checks. 
  Str +4 
  Dex +8 
  Con +4 
  Wis +2 
  Cha +4 
  CR +2 
  Gains a Deflection bonus to AC equal to its Charisma modifier 
  (minimum 1). 
  Bite attack becomes Damage Category 6,  which threatens a 
  critical on 18-20, & if confirmed, does x3 damage + 3 points per 
  round of bleeding damage (magic healing or Heal check vs. DC 
  10 to stop).  All other natural attacks are lost. 
  Gains Feat: Track. 
  SA: 
  Bite attack expose the target to the disease Wendigo’s Hunger 
  (DC = 10 + ½ HD + Constitution modifier) (incubation 1d3 days, 
  1d3 Wisdom + urge to kill & eat flesh of own race & then forget 
  what happened (WillNeg DC = 10 + ½ HD + Charisma 
  modifier)).  If the target reaches Wisdom 0, he/she becomes a 
  Wendigo. 
  Maddening Whispers, 1/day – one target within 120’ takes 1d3 
  Wisdom damage (WillNeg DC = 10 + ½ HD + Charisma 
  modifier).  Typically used while stalking in Wind Walk form. 
  SQ: 
  Corner of the Eye – while a Wendigo stalks a victim in Wind 
  Walk form, the victim receives a –2 penalty on all Wisdom-based 
  skill checks. 
  Regeneration 5, bypassed by Fire. 
  Wind Walk, at will as a Move Action. 
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Undead Templates 
   
  Page 16 
  Undead Templates 
   
  Mindless Undead 
   
   
  Mindless Undead 
  Templates 
  Description 
  Stats 
  Other Effects 
   
  Skeleton 
  (animated bones) 
  (MM p225) 
  Bones of the base 
  creature. 
  Can be applied to any 
  corporeal creature 
  (other than an 
  undead) that has a 
  skeletal system. 
  Becomes an Undead.   
  Keep subtypes that are not 
  based on alignment or race. 
  Always Neutral Evil. 
  Looses all class levels. 
  Has d12 HD. 
  Cannot fly, unless the base 
  creature fly magically. 
  Dex +2 
  Con — 
  Int 
  — 
  Wis 
  10 
  Cha 
   1 
  CR set by base creature’s HD: 
  HD 
  CR 
  HD 
  CR 
  ½ 
  1/6 
  8-9 
   4 
  1 
  1/3 
  10-11  5 
  2-3 
   1 
  12-14  6 
  4-5 
   2 
  15-17  7 
  6-7 
   3 
  18-20  8 
  Keeps all natural weapons that do not require flesh. 
  Looses all skills & feats. 
  Base Attack Bonus = HD / 2. 
  Base Fortitude Save = HD / 3. 
  Base Reflex Save = HD / 3. 
  Base Will Save = 2 + HD / 2. 
  Gain Feat:  Improved Initiative. 
  Gain Damage Reduction 5 / bludgeoning. 
  Immune to Cold. 
  Gains the following abilities based on its size: 
    
  Natural 
  Claw 
   
  Natural 
  Claw 
  Size 
  Armor 
  Damage 
  Size  
  Armor 
  Dmg 
  Fine. 
  +0 
    1 
  Large 
  +2 
   1d6 
  Diminutive +0 
    1 
  Huge 
  +3 
   1d8 
  Tiny 
  +0 
   1d2 
  Gargantuan +6 
   2d6 
  Small 
  +1 
   1d3 
  Colossal 
  +10 
   2d8 
  Medium 
  +2 
   1d4 
   
   
  Zombie 
  (animated corpse) 
  (MM p265) 
  Rotting corpse of the 
  base creature. 
  Can be applied to any 
  corporeal creature 
  (other than an 
  undead) that has a 
  skeletal system. 
  Becomes an Undead.   
  Keep subtypes that are not 
  based on alignment or race. 
  Always Neutral Evil. 
  Looses all class levels. 
  Has d12 HD. 
  Str 
  +2 
  Dex –2 
  Con — 
  Int 
  — 
  Wis 
  10 
  Cha 
   1 
  CR set by base creature’s HD: 
  HD 
  CR 
  HD 
  CR 
  ½ 
  1/8 
  8-11 
   3 
  1 
  1/4 
  12-14  4 
  2-3 
   ½  
  15-16  5 
  4-5 
   1 
  17-20  6 
  6-7 
   2 
   
  Keeps all natural weapons & gains a Slam Attack. 
  If the base creature could fly, the zombie can still fly, but its 
  maneuverability becomes ‘clumsy’. 
  Can only make a single Move Action or Attack Action each 
  round.  It can only do both by making a Charge. 
  Looses all skills & feats. 
  Base Attack Bonus = HD / 2. 
  Base Fortitude Save = HD / 3. 
  Base Reflex Save = HD / 3. 
  Base Will Save = 2 + HD / 2. 
  Gain Feat:  Toughness. 
  Gains the following abilities based on its size: 
    
  Natural 
  Slam 
   
  Natural 
  Slam 
  Size 
  Armor 
  Damage 
  Size  
  Armor 
  Dmg 
  Fine 
  +0 
    1 
  Large 
  +3 
   1d8 
  Diminutive +0 
   1d2 
  Huge 
  +4 
   2d6 
  Tiny 
  +0 
   1d3 
  Gargantuan +7 
   2d8 
  Small 
  +1 
   1d4 
  Colossal 
  +11 
   4d6 
  Medium 
  +2 
   1d6 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Undead Templates 
   
  Page 17 
  Intelligent Undead 
   
   
  Intelligent Undead 
  Templates 
  Description 
  Stats 
  Other Effects 
   
  Death Knight 
  (martial champions of evil) 
  (MM2 p207) 
  (3.5up p31)+ 
  Decayed body in its 
  original equipment, 
  but with dots of 
  orange light for eyes  
  Acquired Template 
  that can be applied 
  to any Evil 
  Humanoid 6th level 
  or higher. 
  Becomes an Undead. 
  Has d12 HD. 
  Natural Armor bonus +5 (if 
  better than base creature). 
  DR 15 / magic. 
  SR 20 + 1 per level above 10th 
  Strength +4 
  Wisdom +2 
  Charisma +2 
  Constitution — 
  CR +3 
  Touch attack does (1d8 + Charisma modifier) Negative Energy  
  damage (Will½) plus 1 point of Constitution damage (WillNeg).  
  Charisma-base DC. 
  Fireball, 1 / day.  Half the damage is Divine.  Charisma-based DC. 
  Fear, to all within a 15’ radius if they have 5HD or less.  
  Charisma-based DC. 
  2x HD in Undead followers, attracted from the surrounding area. 
  Able to summon a mount with ½ the Death Knight’s HD (often a 
  Nightmare).  If it is slain, the Death Knight must wait 1 year & 1 
  day for a replacement. 
  Immune to Cold, Electricity, & Polymorph. 
  Immune to Turning 
   
  Ghost 
  (the spirit of a creature with 
  unfinished business) 
  (MM p117) 
  Translucent & often 
  twisted with rage.  
  Acquired Template 
  that can be applied 
  to any Aberration, 
  Animal, Dragon, 
  Giant, Humanoid, 
  Magical Beast, 
  Monstrous 
  Humanoid, or Plant. 
  The original form 
  must have had a 
  Charisma of 6 or 
  higher. 
  Becomes an Undead 
  (Incorporeal). 
  Has d12 HD. 
  Base creature’s movement 
  becomes the Ghost’s Flying 
  speed (min 30’) with Perfect 
  Maneuverability. 
  +4 Racial bonus on Hide, 
  Listen, Search & Spot 
  checks. 
  Turn Resistance of +4 
  Constitution — 
  Charisma +4 
  CR +2  
  Natural Armor bonus to AC – remains if the Ghost is attacked in 
  the Ethereal Plane.  If the Ghost uses its ‘Manifest’ ability, its 
  Natural Armor bonus become +0, but it gains a Deflection bonus 
  equal to its Charisma modifier. 
  Manifestation – the Ghost may coexist on both the Ethereal & 
  Material Planes.  It may attack as an Incorporeal creature, pass 
  through walls & armor, etc. 
  If ‘destroyed’, the Ghost rejuvenates itself in 2d4 days by making 
  a Level check vs. DC 16.  The Ghost can only be “put to rest” by 
  resolving the dilemma that causes it to return in the first place. 
  Gain 1 – 3 of the following abilities (DC is 10 + ½HD+Cha mod): 
  - 
  Corrupting Gaze: gaze attack (max 30’) does 2d20 hp 
  damage & 1d4 Charisma damage (FortNeg). 
  - 
  Corrupting Touch – 1d6 touch attack 
  - 
  Draining Touch – 1d4 damage to a random ability score & 
  the Ghost heals 5hp. 
  - 
  Frightful Moan – All living creatures within 30’ are 
  Panicked for 2d4 rounds (WillNeg). 
  - 
  Horrific Appearance – Any creature within 60’ that sees the 
  Ghost takes 1d4 Strength damage + 1d4 Dexterity 
  damage, + 1d4 Constitution damage (FortNeg) 
  - 
  Malevolence – Magic Jar, DC 15 + Cha modifier. 
  - 
  Telekinesis – Telekinesis, once per 1d4 rounds. 
   
  Lich 
  (a spellcaster who turned 
  itself into an undead to gain 
  immortality) 
  (MM p166) 
  Gaunt & skeletal 
  whose empty eye-
  sockets burn with 
  crimson points of 
  light. 
  Can be applied to any 
  Humanoid whose 
  caster level is 11+ & 
  has  Phylactery   
  (MM p168) 
  Becomes an Undead. 
  Must have an Evil alignment 
  Has d12 HD. 
  Natural Armor +5. 
  Turn Resistance +4. 
  Con — 
  Int +2 
  Wis +2 
  Cha +2 
  Level Adjustment +4 
  CR +2 
  Gain Fear Aura – Creatures up to 4HD within 60’ are effected by 
  Fear.  A successful save protects the target for 24 hours. 
  Gains a touch attack that does 1d8+5 negative energy damage 
  (Will½) and permanently paralyzes the target (FortNeg).  The 
  paralysis can be removed by Remove Paralysis, Remove Curse, 
  etc.  If paralyzed, the target seems dead (Heal check vs. DC15 or 
  Spot check vs. DC20 to tell otherwise). 
  Gain Damage Reduction 15 / (bludgeoning and magic).  Natural 
  weapons count as magic again a lich. 
  Immune to Cold & Electricity. 
  Immune to Polymorphing attacks & Mind-Affecting attacks. 
  +8 Racial bonus to Hide, Listen, Move Silently, Search, Sense 
  Motive, & Spot checks. 
  Cannot be permanently slain until its Phylactery is destroyed. 
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Undead Templates 
   
  Page 18 
  Intelligent Undead 
  Templates 
  Description 
  Stats 
  Other Effects 
   
  Vampire 
  (creature of the night) 
  (MM p252) 
  Paler, more feral 
  versions of their 
  original selves that 
  do not create 
  shadows or leave 
  reflections. 
  Acquired Template 
  that can be applied 
  to any Humanoid or 
  Monstrous 
  Humanoid. 
  Becomes an Undead.   
  Always Evil. 
  Has d12 HD. 
  Natural Armor bonus 
  improves by +6. 
  Cold Resistance 10. 
  Electricity Resistance 10. 
  Turn Resistance +4. 
  +8 Racial bonus to Bluff, 
  Hide, Listen, Move Silently, 
  Search, Sense Motive, & 
  Spot checks. 
  Str 
  +6 
  Dex +4 
  Con — 
  Int 
  +2 
  Wis 
  +2 
  Cha 
  +4 
  CR  
  +2 
  Gains a Slam Attack (Category 6 damage). 
  The vampire’s Slam Attack & natural weapons are considered 
  ‘magic’ for purposes of bypassing Damage Reduction. 
  Feats 
  Gains Alertness, Combat Reflexes, Dodge, Improved Initiative, & 
  Lightning Reflexes, if it qualifies. 
  SA 
  Blood Drain – If pinning an opponent, the vampire can make a 
  bite attack that does 1d4 Constitution damage each round & the 
  vampire gains 5 temporary hp each round. 
  Children of the Night – Once per day, the vampire can call forth 
  1d6+1 Rat Swarms, 1d4+1 Bat Swarms, or 3d6 Wolves.  Calling 
  the creatures is a Standard Action, they arrive in 2d6 rounds, and 
  server for up to 1 hour. 
  Dominate Person as a Standard Action.  The target must be within 
  30’ and meet the vampire’s gaze.  DC is Charisma-based. 
  Energy Drain – Once per round, the vampire may inflict two 
  Negative Levels on an opponent hit by its Slam attack or natural 
  weapons.  The vampire gains 5 temporary hp.  DC is Charisma-
  based. 
  Create Spawn – Any foe slain by the vampire’s Blood Drain or 
  Energy Drain abilities rises 1d4 days after burial as a Vampire 
  Spawn or a Vampire (the later is only if the victim was killed by 
  Blood Drain & had 5+ HD).  The spawn is under the control of 
  the creating vampire, who can control up to 2xHD of vampires & 
  vampire spawn.  Any excess or those release become “free willed 
  vampires”. 
  SQ 
  Polymorph, as a Standard Action into a Bat, Dire Bat, Wolf, or 
  Dire Wolf (does not regain hp).  While in this form, the vampire 
  looses its Dominate ability & Slam Attack.  Lasts until sunrise if 
  not ended sooner. 
  Damage Reduction 10 / silver and magic. 
  Fast Healing – 5 hp per round as long as the vampire has 1+ hp.  If 
  0 hp or lower, automatically assumes Gaseous Form (where it 
  takes no additional damage).  The vampire has 2 hours to reach 
  its coffin before being destroyed (can float up to 9 miles in 2hrs).  
  Once in the coffin, it is Helpless for 1 hour & then the Fast 
  Healing begins working again. 
  Gaseous Form as a Standard Action.  Fly at 20’ with Perfect 
  maneuverability. 
  Spider Climb, always on. 
  Weaknesses 
  Cannot enter an area that smells of garlic. 
  Recoils from mirrors & strongly presented holy symbols (which 
  requires a Standard Action by the presenter) & must stay 5’ 
  away. 
  Cannot cross running water under their own power unless the base 
  creature had a natural swimming speed. 
  Cannot enter a building unless invited by someone with the 
  authority to do so. 
  A vampire is sunlight is disoriented & can take only one Move or 
  Attack Action.  If still in sunlight the next round, it is destroyed. 
  If a vampire is immersed in running water (& its base creature 
  didn’t have a natural swim speed), it looses 1/3
  rd of its hp each 
  round, & is destroyed on the 3rd round. 
  Put into suspended animation if staked through the heart.  
  Destroyed if its mouth is filled with holy wafers & then is 
  decapitated. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Undead Templates 
   
  Page 19 
  Class-Based Undead 
   
   
  Class-Based Undead 
  Templates 
  Description 
  Stats 
  Other Effects 
   
  Huecuva 
  (an undead creature created 
  from a cleric, druid, 
  paladin, or monk who 
  failed in its vows)  
  (FF p94)  
  (3.5up p24)+ 
   
  Skeleton wearing its 
  tattered vestments & 
  vague memories of 
  its previous life. 
  Acquired Template 
  that can be applied 
  to any Humanoid 
  with at least one 
  level of Cleric, 
  Druid, Paladin, or 
  Monk.. 
  Becomes an Undead.   
  Has d12 HD. 
  Always Evil. 
  Natural Armor bonus 
  improves by +4. 
  Turn Resistance +2 
  Str 
  +2 
  Con — 
  Int 
  –6 
  Wis 
  +2 
  Cha 
  +2 
  CR  
  +2 
  Gains a Slam Attack (Category 6 damage). 
  SA 
  All natural attacks expose the target to the disease Huecuva Blight 
  (incubation 1 day, 1d2 Strength & 1d2 Constitution). 
  SQ 
  Gain Feat: Toughness. 
  Damage Reduction 10 / silver. 
  Divine Conversion: Cleric – Huecuva that have levels of Cleric 
  replace their prior domains Death & Evil and always Rebuke / 
  Command Undead. 
  Divine Conversion: Paladin – Huecuva that have levels of Paladin 
  replace those class abilities with abilities listed in the ‘Fallen 
  Paladin’ table of the Blackguard Prestige Class(DMG p181). 
   
  Swordwraith 
  (a warrior who continues 
  to battle even after death)  
  (FF p174)  
  (3.5up p24)+ 
   
  Slightly insubstantial  
  versions of their 
  original selves in 
  battered equipment 
  & whose eyes glow 
  in the dark. 
  Acquired Template 
  that can be applied 
  to any Humanoid or 
  Monstrous 
  Humanoid with at 
  least one level of 
  Fighter. 
  Becomes an Undead.   
  Always Lawful Evil. 
  Has d12 HD. 
  Turn Resistance +2. 
  +4 Racial bonus to Hide & 
  Move Silently checks. 
  Con — 
  CR  
  +2 
  Gain Feat: Alertness and Feat: Iron Will. 
  SA 
  In addition to normal damage, melee weapon does 1 Strength 
  Damage on each hit. 
  SQ 
  Damage Reduction 10 / magic and slashing. 
   
   
   
   
  Modified Undead 
   
   
  Modified Undead 
  Templates 
  Description 
  Stats 
  Other Effects 
   
  Spell Stitched 
  (an undead that has been 
  augmented with magical 
  runes that can cast Sorcerer 
  spells) 
  (MM2 p215)(3.5up p36)+ 
  (CArc p162) 
  An undead whose 
  exposed flesh / 
  bones are covered 
  with runes. 
  Acquired Template 
  that can be applied 
  to any Corporeal 
  Undead. 
  Created by a Wizard 
  or Sorcerer at the 
  cost of 1,000 gp and 
  500 XP per point of 
  Wisdom.   
  +2 Profane bonus on all saves 
  +2.Turn Resistance (stacks).  
  Gain Spell Resistance of 10 + 
  Charisma modifier. 
  Damage Reduction by HD: 
  HD  
  DR 
   
  up to 3 — 
  4-11 
  5 / magic or silver 
  12+ 
  5 / magic & silver 
  CR +1 
  Able to cast spells as a Sorcerer based on the Base Creature’s 
  Wisdom.  Use the creature’s HD as its Caster level.  Spells must 
  be from the schools of Conjuration, Evocation, & Necromancy. 
  Number of Spells ‘Known’ / Uses per Day 
  Wisdom 
  1st 
   
  2nd 
   
  3rd 
   
  4th 
   
  5th 
   
  6th 
   
  10 
  2 / 4 
  – / – 
  – / – 
  – / – 
  – / – 
  – / – 
  11-12 
  2 / 4 
  2 / 4 
  – / – 
  – / – 
  – / – 
  – / – 
  13-14 
  2 / 4 
  2 / 4 
  2 / 2 
  – / – 
  – / – 
  – / – 
  15-16 
  2 / 4 
  2 / 4 
  2 / 2 
  2 / 2 
  – / – 
  – / – 
  17-18 
  2 / 4 
  2 / 4 
  2 / 2 
  2 / 2 
  2 / 2 
  – / – 
  19+ 
  2 / 4 
  2 / 4 
  2 / 2 
  2 / 2 
  2 / 2 
  1 / 1 
   
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Undead Templates 
   
  Page 20 
  Deathless 
   
   
  Deathless Template 
  Description 
  Stats 
  Other Effects 
   
  Sacred Watcher 
  (a virtuous person who dies  
  while guarding someone, 
  who comes back as a good 
  spirit to continue guarding 
  until the job is taken over by 
  someone else who is worthy) 
  (BoED p183) 
  Translucent image of 
  its previous self, 
  often formed of 
  silver radiance. 
  Can be applied to a 
  Good-aligned 
  Aberration, Animal, 
  Dragon, Giant, 
  Humanoid, Magical 
  Beast, Monstrous 
  Humanoid, or Plant. 
  Becomes a Deathless(BoED p157)
  Has d12 HD. 
  Base creature’s movement 
  becomes the Ghost’s Flying 
  speed (min 30’) with Perfect 
  Maneuverability. 
  +8 Racial bonus on Hide, 
  Listen, Search & Spot 
  checks. 
  Turn Resistance of +4 
  Constitution — 
  Charisma +4 
  CR +2  
  Natural Armor bonus to AC – remains if the Sacred Watcher is 
  attacked in the Ethereal Plane.  If the Ghost uses its ‘Manifest’ 
  ability, its Natural Armor bonus become +0, but it gains a 
  Deflection bonus equal to its Charisma modifier (min +1). 
  Manifestation – the Sacred Watcher may coexist on both the 
  Ethereal & Material Planes.  It may attack as an Incorporeal 
  creature, pass through walls & armor, etc. 
  If ‘destroyed’, the Sacred Watcher rejuvenates itself in 2d4 days 
  by making a Level check vs. DC 16.  The Sacred Watcher can 
  only be “put to rest” by resolving the dilemma that causes it to 
  return in the first place. 
  Positive Energy Touch – 5 times per day, as part of its Incorporeal 
  Touch Attack, the Sacred Watcher can inflict 2d8+5 hp of 
  Positive Energy, which damages Undead.  It can also use this 
  power to heal the living (if it wishes). 
  Always knows the status & location of the person it guards.  Can 
  Scry on the Ward at will and Greater Teleport to him/her when 
  desired. 
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Inflicted Templates 
   
  Page 21 
  Inflicted Templates 
   
  Templates that are applied to a creature, often without its agreement. 
   
  Half-Golems 
   
   
  A living creature who has one or more limbs replaced with Golem pieces. 
   
  Half-Golem Templates 
  Description 
  Stats 
  Other Effects 
   
  Half-Golem – Brass 
  (a creature that has one or 
  more limbs replaced with 
  animated brass.  Must make 
  a Will save or become a 
  Construct)  
  (MM2w)  
  (3.5up p33)+ 
  One or more limbs 
  replaced with those 
  of a Brass Golem. 
  Acquired Template 
  that can be applied 
  to an Animal, Giant, 
  Humanoid, Magical 
  Beast, or Monstrous 
  Humanoid. 
   
  Natural Armor +11 
  DR 10 / adamantine 
  Str +12 
  Dex –2 
  Int –6 
  Con +4 –or– n/a 
  Cha –6 
  CR +4 
  +2 Racial bonus to Fortitude saves. 
  +5 Competence bonus on Survival checks for tracking by scent. 
  Gains the Scent special ability. 
  Maze at 15th, 1/day.  The creature is able to enter its own “maze” 
  to track the target. 
  Immune to spells, spell-like abilities, & supernatural effects except 
  - Electricity effects the creature as a Slow spell for 3 rounds. 
  - Fire effects heals the creature 1hp per 3 damage & breaks any 
  Slow effect. 
   
  Half-Golem – Clay 
  (a creature that has one or 
  more limbs replaced with 
  animated clay.  Must make a 
  Will save or become a 
  Construct)  
  (MM2 p209) 
  (3.5up p34)+ 
  One or more limbs 
  replaced with those 
  of a Clay Golem.  
  Acquired Template 
  that can be applied 
  to an Animal, Giant, 
  Humanoid, Magical 
  Beast, or Monstrous 
  Humanoid. 
   
  Natural Armor +7 
  DR 10 / adamantine & 
  bludgeoning 
  Str +8 
  Dex –2 
  Int –6 
  Con +4 –or– n/a 
  Cha –6 
  CR +3 
  +2 Racial bonus to Fortitude saves. 
  Berserk – when damaged in combat, goes berserk like a Barbarian 
  Immune to Piercing & Slashing weapons. 
  Haste for 3rnds, 1/day.  Can only be used after 1 round of combat 
  Immune to spells, spell-like abilities, & supernatural effects except 
  - Move Earth does 3d12 damage & pushes it back 120’. 
  - Disintegrate does 1d12 damage & effects the creature as a 
  Slow for 1d6 rounds. 
  - Earthquake does 5d10 damage & holds it in place for 1 round. 
   
  Half-Golem – Dragonflesh 
  (a creature that has one or 
  more limbs replaced with 
  animated dragon flesh.  Must 
  make a Will save or become 
  a Construct)  
  (MM2w)  
  (3.5up p34)+ 
  One or more limbs 
  replaced with those 
  of a Dragonflesh 
  Golem.  
  Acquired Template 
  that can be applied 
  to an Animal, Giant, 
  Humanoid, Magical 
  Beast, or Monstrous 
  Humanoid. 
   
  Natural Armor bonus +7 
  DR 10 / adamantine 
  Str +6 
  Dex –2 
  Int –6 
  Con +4 –or– n/a 
  Cha –6 
  CR +3 
  +2 Racial bonus to Fortitude saves. 
  Blindsight 60’. 
  If wings are attached, the creature gains Fly 120’ (poor). 
  For each Dragonflesh arm that has been added, the creature gains 
  a Category 4 Claw attack. 
  When charging, attacking, or flying overhead, any creature seeing 
  the Half-Golem who has fewer hit-dice than it must make a Will 
  save vs. DC (10 + ½ hit-dice + ½ Charisma modifier) or be 
  Shaken for 5d6 rounds.  A successful save leaves the target 
  immune to this effect for 1 day. 
  Immune to spells, spell-like abilities, & supernatural effects except 
  - Fire & Cold effects the creature as a Slow spell for 2d6 rounds 
  - Electricity effects heals the creature 1hp per 3 damage & 
  breaks any Slow effect. 
   
  Half-Golem – Flesh 
  a creature that has one or 
  more limbs replaced with 
  animated flesh.  Must make 
  a Will save or become a 
  Construct)  
  (MM2 p209)  
  (3.5up p34)+ 
  One or more limbs 
  replaced with those 
  of a Flesh Golem.  
  Acquired Template 
  that can be applied 
  to an Animal, Giant, 
  Humanoid, Magical 
  Beast, or Monstrous 
  Humanoid. 
  Natural Armor bonus +5 
  DR 5 / adamantine  
  Str +6 
  Dex –2 
  Int –6 
  Con +4 –or– n/a 
  Cha –6 
  CR +3 
  Berserk – when damaged in combat, goes berserk like a Barbarian 
  Immune to spells, spell-like abilities, & supernatural effects except 
  - Fire & Cold effects the creature as a Slow spell for 2d6 rounds 
  - Electricity effects heals the creature 1hp per 3 damage & 
  breaks any Slow effect. 
   
  Half-Golem – Iron 
  (a creature that has one or 
  more limbs replaced with 
  animated iron.  Must make a 
  Will save or become a 
  Construct)  
  (MM2 p209)  
  (3.5up p34)+ 
  One or more limbs 
  replaced with those 
  of an Iron Golem.  
  Acquired Template 
  that can be applied 
  to an Animal, Giant, 
  Humanoid, Magical 
  Beast, or Monstrous 
  Humanoid. 
  Natural Armor bonus +11 
  DR 15 / adamantine  
  Str +12 
  Dex –2 
  Int –6 
  Con +4 –or– n/a 
  Cha –6 
  CR +3 
  Able to exhale a 10’ cube of (1d4 Con / Death) poisonous gas 
  every 1d4+1 rounds.  Constitution-based DC.  The gas persists 
  for 1 round. 
  Vulnerability to rust attacks, including Rusting Grasp. 
  Immune to spells, spell-like abilities, & supernatural effects except 
  - Electricity effects the creature as a Slow spell for 3 rounds. 
  - Fire effects heals the creature 1hp per 3 damage & breaks any 
  Slow effect. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Inflicted Templates 
   
  Page 22 
  Half-Golem Templates 
  Description 
  Stats 
  Other Effects 
   
  Half-Golem – Stained Glass
  (a creature that has one or 
  more limbs replaced with 
  animated stained glass.  
  Must make a Will save or 
  become a Construct)  
  (MM2w)  
  (3.5up p34)+ 
  One or more limbs 
  replaced with those 
  of a Stained Glass 
  Golem. 
  Acquired Template 
  that can be applied 
  to an Animal, Giant, 
  Humanoid, Magical 
  Beast, or Monstrous 
  Humanoid. 
  Natural Armor +2 
  DR 10 / adamantine  
  Str +2 
  Dex –2 
  Int –6 
  Con +4 –or– n/a 
  Cha –6 
  CR +2 
  +2 Racial bonus to Fortitude saves. 
  +10 Competence bonus on Hide checks while standing motionless 
  in a window frame. 
  For each Stained Glass arm that has been added, the creature gains 
  a Category 4 Keen claw attack. 
  Gain Fast Healing 2. 
  Immune to spells, spell-like abilities, & supernatural effects except 
  - Shatter affects the creature normally. 
  - Mending heals the creature 2d6 hp. 
  - Sonic attacks affect the creature normally. 
   
  Half-Golem – Stone 
  (a creature that has one or 
  more limbs replaced with 
  animated stone.  Must make 
  a Will save or become a 
  Construct)  
  (MM2 p209)  
  (3.5up p34)+ 
  One or more limbs 
  replaced with those 
  of a Stone Golem. 
  Acquired Template 
  that can be applied 
  to an Animal, Giant, 
  Humanoid, Magical 
  Beast, or Monstrous 
  Humanoid. 
  Natural Armor +9 
  DR 10 / adamantine  
  Str +10 
  Dex –2 
  Int –6 
  Con +4 –or– n/a 
  Cha –6 
  CR +3 
  Slow on 1 target within 10’ for 7rnds (WillNeg DC13).  Usable 
  every 2 rnds. 
  Immune to spells, spell-like abilities, & supernatural effects except 
  - Transmute Rock to Mud effects the creature as a Slow spell for 
  2d6 rounds. 
  - Transmute Mud to Rock fully heals the Half-Golem. 
  - Stone to Flesh makes the Half-Golem vulnerable to normal 
  attacks (including damage causing spells) for 1 round. 
   
   
  Transformed 
   
   
  A living creature that has its body taken over. 
   
  Transformed Templates 
  Description 
  Stats 
  Other Effects 
   
  Captured One 
  (a creature that has been 
  captured by a Raggamoffyn, 
  a Construct which takes over 
  bodies) 
  (MM2 p205) 
  (3.5up p31)+ 
  Looks like the 
  original creature, 
  wearing mismatched 
  clothes and/or armor 
  Acquired Template 
  that can be applied 
  to an Animal, Giant, 
  Humanoid, Vermin, 
  or Monstrous 
  Humanoid. 
  Becomes a ‘Construct’. 
  Use the Raggamoffyn’s 
  Strength, Dexterity, 
  Wisdom, Initiative bonus, & 
  base saving throw bonuses. 
  Uses the Natural Armor 
  bonus of the Raggamoffyn 
  or the base creature, 
  whichever is higher. 
  CR +2 
  Base creature is under the control of the Raggamoffyn. 
  The base creature & the Raggamoffyn maintain separate hit-point 
  totals.  Damage taken is split between the two. 
  While joined, the Captured One benefits from Construct Traits 
  (i.e., not subject to criticals, subdual damage, etc.). 
  Gains Darkvision 60’. 
   
   
  Half-Illithid 
  (the result of placing an 
  Illithid “tadpole” into a 
  humanoid other than a 
  Human (which make True 
  Illithid)) 
  (FF p90)  
  The base creature 
  grows tentacles 
  around its mouth 
  and has rubbery 
  skin. 
  Template that can be 
  added to any 
  Humanoid, except a 
  Human) 
  Becomes an ‘Aberration’. 
  Hit Die changes to d8. 
  +1 improvement to Natural 
  Armor 
  Darkvision 60’. 
  Spell Resistance of 10 + HD. 
  Usually Evil 
  Int +4 
  Wis +4 
  Cha +4 
  CR +3 
  Looses its Bite attack (if any), but gain 4 Tentacle attacks 
  (Damage Category 4). 
  Has Improved Grab with its Tentacles.  If it hits a creature its size 
  or smaller with even one Tentacle, it begins a Grapple as a Free 
  Action that does not generate an Attack of Opportunity.  If it 
  successfully gets a Hold, then it can attached the rest of its 
  Tentacles with a single Grapple check.  If all 4 Tentacles 
  maintain a Hold for a Full Round, the target’s brain is extracted 
  & it dies immediately. 
  Mind Blast, 1/day – All targets in a 40’ Cone are Stunned for 1d4 
  rounds (WillNeg  DC = 13 + Int modifier). 
  Telepathy – can Communicate with any creature within 100’ that 
  has a language. 
  If Int or Wis is 8+, can use the following abilities at least 1/day. 
  HD 
  Ability 
   
  1-2 
  Detect Thoughts, 3/day 
  3-4 
  Suggestion, 3/day 
  5-6 
  Levitate, 3/day 
  7+ 
  Charm Monster, 1/day 
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Inflicted Templates 
   
  Page 23 
  Transformed Templates 
  Description 
  Stats 
  Other Effects 
   
  Voidmind 
  (creature whose brain was 
  partially removed by three 
  Mind Flayers, who then 
  refilled its skull with Psionic 
  Slime.  The creature is now a 
  slave for the Mind Flayers 
  that created it, but still seems 
  the same to those that knew 
  it before) 
  (MM3 p188)  
  The base creature 
  looks normal, 
  except for 4 tiny 
  holes in its skull 
  (usually covered). 
  Template that can be 
  added to any living 
  Aberration, Animal, 
  Dragon, Fey, Giant, 
  Humanoid, Magical 
  Beast, Monstrous 
  Humanoid, or 
  Outsider whose size 
  is from Tiny to 
  Huge. 
  Creature type is unchanged. 
  +4 improvement to Natural 
  Armor 
  Darkvision 60’ 
  Spell Resistance of 10 + HD 
  Usually Lawful Evil 
  Gains the following Feats:  
  Alertness, Combat Reflexes, 
  and Great Fortitude. 
  +4 Racial bonus on Bluff, 
  Escape Artist, & Intimidate 
  checks. 
  Str +4 
  Dex +2 
  Con +2 
  Int +2 
  Cha –2 
  Level +1 
  CR +1 
  Gains Damage Reduction 5 / magic 
  Gain one Tentacle attacks with +5’ reach.  Tentacle is Damage 
  Category 6 and has Improved Grab (so it automatically starts a 
  Grapple without provoking an Attack of Opportunity).  It can 
  grapple creatures up to its own size.  The Voidmind has a +4 
  Racial bonus on Grapple checks.  If the tentacle establishes a 
  Hold, it Constricts (Damage Category 6).  The tentacle can act 
  independently, so the Voidmind may make its other attacks 
  normally while it Constricts. 
  Cone of Slime – Can shoot a 30’ Cone of Acid Slime, 1/day as a 
  Standard Action.  Does 1d6 per HD Acid damage (max 20d6) 
  (Ref½) –and– if takes damage, receives a –2 penalty on Will 
  saves & is Stunned for 1d4+1 rounds (FortNeg).  DC is 
  Constitution-base. 
  Mind Flayer Host – The three Mind Flayers that created the 
  Voidmind have a bond with it: 
  - always know where it is and if it is hurt 
  - can use its senses as a Standard Action if it is within 5 miles 
  - can use Dominate Monster (no save) on it any range. While 
  using this ability, the Mind Flayer can use its own Psionics 
  through the Voidmind’s body. 
   
   
  Recycled 
   
   
  A corpse that is being reused 
   
  Recycled Creature 
  Templates 
  Description 
  Stats 
  Other Effects 
   
  Yellow Musk Zombie 
  (creature whose mind was 
  drained by a Yellow Musk 
  Creeper plant & now acts as 
  its guard & emergency 
  fertilizer supply, until it 
  wanders off and grows a 
  new Yellow Musk Creeper) 
  (FF p190) 
  The base creature’s 
  skin turns yellow & 
  sickly, its eyes are 
  vacant, and it seems 
  undead. 
  Acquired Template 
  that can be added to 
  any living creature 
  that would normally 
  have Intelligence & 
  a brain. 
  Becomes a ‘Plant’. 
  Hit Die changes to d8. 
  Always Neutral 
  +2 improvement to Natural 
  Armor 
  Int  2 
  Wis 10 
  Dex 10 
  CR +0 
  Always protects & nurtures the Yellow Musk Creeper that created 
  it.  Cannot move more than 100’ from during its initial 2 
  months, after which it can wander freely for up to 1d4 days 
  before dropping dead. 
  If the Creeper that created it dies, the Yellow Musk Zombie dies 
  in two days unless restored with a Regenerate or Heal spell. 
  Deadened Mind – Looses all memory of previous life, including 
  class abilities, skills, & feats. 
  If killed (or dies on its own), a new Yellow Musk Creeper grows 
  from its corpse in 1 hour. 
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Unusual Creature Templates 
   
  Page 24 
  Unusual Creature Templates 
   
  Hybrid Creatures 
   
   
  Hybrid Templates 
  Description 
  Stats 
  Other Effects 
   
  Chimeric 
  (a Chimera now has a Goat 
  head, a Chromatic Dragon 
  head, & the head of some 
  other Animal or Vermin) 
  (MM2 p206) 
  (3.5up p31)+ 
  A three-headed 
  monstrosity:  a Goat 
  head & hind-
  quarters, a 
  Chromatic Dragon 
  head & wings, and a 
  3rd head from the 
  Base Creature & its 
  forequarters. 
  Can be applied to any 
  Animal or Vermin 
  of Medium, Large, 
  or Huge size. 
  Becomes a Magical Beast. 
  Uses d10 HD 
  Has a minimum of 9 HD. 
  Gain Fly 50’ (poor). 
  Natural Armor improvement 
  of +6. 
  Str +4 
  Dex +1 
  Con +4 
  Int +2 
  CR +1 (minimum 9) 
  Keeps all the base creature’s statistics & special abilities, & gains 
  those listed below. 
  Goat Head – 1d8 butt. 
  Dragon Head – 2d6 bite attack, plus a breath weapon every 1d4 
  rounds that does 3d8 damage.  Constitution-based DC. 
  Color 
  Breath Weapon 
  Color 
  Breath Weapon 
  Black 
  40’ line of Acid 
  Red 
  20’ cone of Fire 
  Blue 
  40’ line of Electricity 
  White 20’ cone of Cold 
  Green 
  20’ cone of Acid Gas 
  Gains Feat: Multi-Attack and the Scent special ability. 
  +2 Racial Bonus on Listen & Spot checks. 
   
  Tauric 
  (the head, arms & upper 
  torso of a Humanoid & the 
  legs & lower body of an 
  Animal or Vermin) 
  (MM2 p216) 
  (3.5up p36)+ 
  Combination of a 
  Base Humanoid & a 
  Base Creature. 
  The Base Humanoid 
  can be any Small or 
  Medium Humanoid. 
  The Base Creature 
  can be any Medium 
  or Large Animal or 
  Vermin with at least 
  four legs. 
  Becomes a Monstrous 
  Humanoid (uses d8 HD). 
  Creatures HD are the total of 
  the Base Humanoid’s HD & 
  the Base Creature’s HD. 
  Uses the better Natural Armor 
  bonus of its base creatures. 
  CR +1 
  Uses the Base Humanoid’s Intelligence, Wisdom, & Charisma. 
  Uses the Base Creature’s Strength, Dexterity, & Constitution. 
  Has a base attack bonus, feats, & skill points appropriate for a 
  Monstrous Humanoid of its combined HD. 
  Keeps the natural attacks & abilities of both its base creatures, 
  assuming the applicable body part is still present (i.e., a Tauric 
  Human / Lion loses the Lion’s bite attack). 
   
   
   
  Unusual Breeds 
   
   
  Unusual Breed Templates 
  Description 
  Stats 
  Other Effects 
   
  Horrid 
  (dire animals that are mean, 
  has bony & chitinous plates 
  all over its body, and extrudes 
  acid)  
  (Eb p289) 
  Inherited Template 
  may be applies to 
  any Dire Animal. 
  +5 improvement to Natural 
  Armor 
  Always Neutral Evil. 
  Con +4 
  CR +1 
   
  The Horrid Animal’s primary attack does +1d6 Acid damage per 
  4HD (max 5d6). 
  Gains immunity to Acid damage. 
  Ill-Tempered – all Handle Animal checks with a Horrid Animal 
  have a +4 DC. 
  Regains 3xHD hit-points with a full night of sleep. 
  Receives Feat: Improved Natural Attack for each of its natural 
  weapons. 
   
  Magebred 
  (special breeds of animals 
  that have greater than usual 
  attributes and abilities, but are 
  not actually magical)  
  (Eb p295) 
  Inherited Template 
  may be applies to 
  any Animal. 
  +2 improvement to Natural 
  Armor 
  +4 to either Str, Dex, or Con.  
  +2 to the other two. 
  Int is always 2. 
   
  Excellent Learner – all Handle Animal check with a Magebred 
  Animal have a –2 DC.  Also, teaching a Magebred Animal a 
  ‘trick’ requires one less week (min. one week). 
  Gain one of the following: 
  - Swift Breed:  movement +10’ 
  - Thick-Skinned Breed:  additional +2 to Natural Armor 
  - Tracking Breed:  +4 bonus on Survival checks to follow tracks 
  Gain one of the following feats:  Alertness, Athletics, Endurance, 
  Improved Natural Attack, or Multiattack. 
   
  Spellwarped 
  (creature modified over the 
  generations to absorb magic)  
  (MM3 p162) 
  Inherited Template 
  may be applies to a 
  corporeal Animal, 
  Dragon, Fey, Giant, 
  Humanoid, Magical 
  Beast, Monstrous 
  Humanoid, Plant, or 
  Vermin. 
  Becomes an ‘Aberration’ 
  Alignment is usually Evil 
  Str +4 
  Dex +2 
  Con +4 
  Int +4  
  Level Adjustment +3 
  up to 3 HD, CR +0 
  4-10 HD, CR +1 
  11+HD, CR +2 
  Gains Spell Resistance 11 + HD. 
  +2 improvement to Natural Armor 
  Spell Absorption – If its spell resistance negates a spell, the 
  creature gains its choice of the following: 
  - Might:  +4 Enhancement bonus to Strength for 1 minute. 
  - Agility:  +4 Enhancement bonus to Dexterity for 1 minute. 
  - Endurance:  +4 Enhancement bonus to Constitution for 1 min. 
  - Life:  Gains (5 x negated spell level) Temporary Hit-Points. 
  - Speed:  Gains (5 x negated spell level)’ to base movement. 
  - Resistance:  Gain Energy Resistance 10 to one type of energy 
  of the creature’s choice (either Acid, Cold, Electricity, Fire, 
  or Sonic). 
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Unusual Creature Templates 
   
  Page 25 
  Unusual Breed Templates 
  Description 
  Stats 
  Other Effects 
   
  Ti-Khana 
  (reptiles transformed by the 
  Yuan-Ti so that they have an 
  alternate snake form)  
  (FF p178) 
  Template may be 
  applies to any 
  Lizard, Dinosaur, 
  Snake, or any 
  Animal / Magical 
  Beast with the 
  Reptilian subtype. 
  Becomes a ‘Magical Beast’ 
  Always Chaotic Evil. 
  +4 improvement to Natural 
  Armor 
  Int +2 
  Dex +2 
  CR +2 
   
  Gains a Bite attack, which is Damage Category 6, and injects 
  poison (1d6 Con / 1d6 Con / DC = 10 + ½ HD + Constitution 
  modifier). 
  Spell Resistance of 13 + Base Creature’s CR. 
  Gains Skill Points & Base Attack Bonus of a Magical Beast. 
  Detect Poison, at will. 
  Shapechange (into a Viper from Tiny-size to Large-size only), at 
  will.  May use its own poison or the snake’s natural poison. 
  Aversion, at will – Target within 30’ gains an aversion to reptiles 
  (dead or alive) & must keep 20’ away from them for 10 minutes 
  (WillNeg DC17).  The victim can temporarily overcome the 
  effect by making a second save, but receives a –4 penalty to 
  Dexterity as long as within 20’ of a reptile. 
   
  Woodling 
  (creature that has ‘evolved’ to 
  become part plant)  
  (MM3 p198) 
  The creature’s hair 
  looks like leaves 
  and its skill looks 
  like bark.  The 
  specific color 
  changes from 
  season to season. 
  Inherited Template 
  may be applies to a 
  corporeal Animal, 
  Dragon, Fey, Giant, 
  Humanoid, Magical 
  Beast, or Monstrous 
  Humanoid. 
  Creature type remains the 
  same, but gains some Plant 
  Creature traits. 
  Gains Low-Light vision. 
  +7 improvement to Natural 
  Armor 
  +4 bonus to Hide & Move 
  Silent check in natural 
  environments above ground. 
  Gains Damage Reduction 5 / 
  slashing 
  Vulnerability to Fire – +50% 
  Fire damage. 
  Gains a Damage Category 6 
  Slam attack. 
  Level +3 
  CR +2 
  Plant Traits – Immunity to Poison, Magical Sleep, Paralysis, 
  Polymorph, Stunning, & Mind-Affecting spells & spell-like 
  abilities.  Do not take extra damage from Critical Hits. 
  If Wisdom is 8+, can use the following spell-like abilities.  DC’s 
  are Charisma based and the creature’s HD is its Caster level: 
   
   HD 
  Ability  
   
   1-2 
  Entangle, 1/day 
   
   3-5 
  Summon Nature’s Ally II, 1/day 
   
   6-7 
  Speak with Plants, 3/day 
   
   8-10 
  Summon Nature’s Ally IV, 1/day 
   
  11-12 
  Command Plant, 1/day 
   
  13-15 
  Summon Nature’s Ally VI, 1/day 
   
  16-18 
  Animate Plants, 1/day 
   
  19-20 
  Summon Nature’s Ally VIII, 1/day 
   
   21+ 
  Control Plants, 1/day –and–  
    
  Summon Nature’s Ally IX, 1/day 
   
   
  Specially Trained Creatures 
   
   
  Specially Trained Creature 
  Templates 
  Description 
  Stats 
  Other Effects 
   
  Warbeast 
  (trained to carry a rider, use 
  armor, be faster & tougher, 
  etc.)  
  (MM2 p219) 
  (3.5up p37)+ 
  Trained for combat. 
  Can be applied to any 
  Animal or Vermin 
  of Medium-size or 
  greater that is not 
  already trained for 
  war (i.e., a 
  warhorse) 
  HD +1 (may effect Base 
  Attack Bonus, Base Save 
  Bonus, Skill Points, Feats, 
  etc.) 
  Str +3 
  Con +3 
  Wis +2 
  CR +1 
  +1 Racial bonus on Listen & Spot checks. 
  +10’ to land movement. 
  +2 Circumstance bonus on its rider’s Ride checks (Animals only). 
  Proficient with Light, Medium, & Heavy Armor (Animals only). 
  Requires a Handle Animal check to train a creature (typical DC is 
  20 + HD & takes 2 months). 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Unusual Creature Templates 
   
  Page 26 
  Super-Sized 
   
   
  Super-Sized Templates 
  Description 
  Stats 
  Other Effects 
   
  Titanic 
  (a Gargantuan version of a 
  normal animal or vermin) 
  (MM2 p217) 
  (3.5up p35)+ 
  A Gargantuan-size 
  version of a normal 
  creature. 
  Can be applied to any 
  Animal or Vermin 
  of up to Medium-
  size. 
  Increase HD to 25. 
  Natural Armor bonus 
  becomes +20. 
  Base Attack Bonus is +18. 
  Base Save Bonus is +14 (all 
  categories). 
  Natural Attacks do the 
  following damage: 
  Slam 2d8 
  Claw 
  3d6 
  Bite 3d8 
  Gore  
  3d8 
  Gains 28 skill points. 
  Gains 9 Feats. 
  Base creature’s CR is up to 1: 
  CR 13 
  CR of 2+: 
  CR +13 
  Size becomes Gargantuan. 
  Flying creatures have a maneuverability of ‘Clumsy’. 
  Gains Feat: Great Fortitude. 
  Movement rate remains unchanged (min 20’). 
  Base Creature’s Size 
  Str 
  Dex 
  Con Area modifier 
  Fine 
  +36 
  –12 
  +16 
  x12 
  Diminutive 
  +36 
  –10 
  +16 
  x10 
  Tiny 
  +34 
  –8 
  +16 
  x8 
  Small 
  +30 
  –6 
  +16 
  x6 
  Medium 
  +26 
  –4 
  +14 
  x4 
  Minimum Dexterity is 10. 
  Area attacks (such as a spider’s web) are enlarged using the ‘Area 
  modifier’ value above. 
  Poison attacks now do 2d6 / 2d6 & have a DC of 22 + creature’s 
  Constitution modifier. 
  As a Standard Action, can Trample a creature of up to Huge-size.  
  Target takes 3d8 + 1 ½ Str modifier damage & may either a) take 
  an Attack of Opportunity with a –4 penalty or b) makes a Reflex 
  save of ½ damage (DC is 22 + Str modifier). 
  Special attacks other than poison & trample do x3 damage. 
   
   
  Constructed Templates 
   
   
  Constructed Templates 
  Description 
  Stats 
  Other Effects 
   
  Effigy 
  (construct made with gears 
  and springs that looks, acts, 
  and fights like the creature it 
  emulates) 
  (CArc p152) 
  Such a good copy of 
  the Base Creature 
  that it takes a Spot 
  check vs. DC 20 to 
  realize that it is a 
  Construct.. 
  Can be applied to any 
  Corporeal 
  Aberration, Animal, 
  Dragon, Giant, 
  Humanoid, Magical 
  Beast, Monstrous  
  Humanoid, or 
  Vermin. 
   
  Becomes a Construct. 
  HD become d10. 
  Natural Armor bonus 
  increases by +2. 
  Base Attack Bonus is 3/4 HD. 
  Base Fortitude Save is 1/3 HD. 
  Base Reflex Save is 1/3 HD. 
  Base Will Save is 1/3 HD. 
  Str +4 
  Dex –2 
  Con — 
  Int 
  — 
  Wis 11 
  Char 1 
  CR +1 
   
  Looses all Supernatural Special Attacks, Spell-Like Abilities, & 
  Extraordinary Special Attacks whose save DC is based on 
  Constitution (such as poison).  It keeps other Extraordinary 
  Special Attacks which has no save (such as Rake) or whose save 
  is based on a different ability score (such as Trample, which is 
  based on Strength). 
  A creature without a Natural Attack gains the attack listed below: 
    Base Creature’s 
  Bonus 
   
   
   
    
  Size 
  HP 
  Attack 
  Dmg 
  Cost of Body 
    
  up to Tiny 
  +0 
  1 slam 
  1d2+11/2 Str 
  500 gp 
    
  Small 
  +10 
  1 slam 
  1d3+11/2 Str 
  1,000 gp 
    
  Medium 
  +20 
  2 slams 
  1d4+Str 
  2,000 gp 
    
  Large 
  +30 
  2 slams 
  1d6+Str 
  5,000 gp 
    
  Huge 
  +40 
  2 slams 
  2d6+Str 
  10,000 gp 
    Gargantuan 
  +60 
  2 slams 
  3d6+Str 
  25,000 gp 
    
  Colossal 
  +80 
  2 slams 
  4d6+Str 
  50,000 gp 
   Base Creature’s 
  Damage 
   
   
   
    
  HD 
  Reduction 
    
  up to 3 
  1 / adamantine 
   
    
  4-6 
  3 / adamantine 
   
    
  7-10 
  5 / adamantine 
   
    
  11-15 
  7 / adamantine 
   
    
  16-20 
  10 / adamantine 
   
    
  21+ 
  15 / adamantine 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Deity Related Templates  
   
  Page 27 
  Deity Related Templates 
   
  Rewards 
   
   
  Deity Reward Templates 
  Description 
  Stats 
  Other Effects 
   
  Elder Serpent 
  (any type of snake-like 
  creature which receives the 
  blessing of the Deity of 
  Snake to become awakened 
  with many supernatural 
  powers) 
  (DR313 p86) 
  As the base creature, 
  but can speak, may 
  be vain, etc. 
  Can be applied to any 
  snake-like Animal 
  or Magical Beast 
  whose average 
  Intelligence is 5 or 
  less. 
  Becomes a ‘Magical Beast 
  (augmented animal)’. 
  Has d10 HD & gains BAB on 
  the Fighter table. 
  +2 Racial HD, which may 
  add Feats, Base Saves, etc. 
  Size is unchanged. 
  Usually Neutral Evil. 
  Str +2 
  Dex +2 
  Con +2 
  Int +(2d6+6) 
  Wis +(2d4+4) 
  Cha +(2d4+4) 
  Level Adj +3 
  CR +2 
  Able to speak with all serpents, knows  Common, Draconic, and 
  Intelligence modifier additional languages. 
  Command Serpents – Command on serpents whose HD are less 
  than the Elder Serpent’s HD, with Caster level equal to Racial 
  HD.  Save is 11 + Charisma modifier.  Usable 2 x Racial HD 
  times per day. 
  Mesmerizing Sway – as a Standard Action, the Elder Serpent 
  begins to sway.  All creatures within30’ that are looking at it are 
  Paralyzed as long as it continues + 1d6 rounds (WillNeg, DC is 
  Charisma-based).  This is a [mind] effect. 
  Virulent Poison – poison DC increases by +2, and does +1d6 
  Strength damage on Initial & Secondary damage. 
  Blindsense – 10’ if Fine-size, 20’ if Diminutive-size, 30’ if Tiny-
  size, etc., up to 90’ if Colossal size. 
  +4 Racial bonus on Bluff, Intimidate, Listen, Search, Sense 
  Motive, & Spot checks. 
  Gains Skill Points due to increased intelligence. 
   
  Fire-Souled 
  (a creature who receives a 
  ritual that fills it with zeal, 
  allowing it to inspire and 
  lead, plus the ability to 
  ‘short-circuit’ other 
  creature’s Charisma-based 
  attacks) 
  (DR314 p23)  
  The base creature 
  look the same, but 
  has he/she has a 
  greater passion for 
  living. 
  Acquired Template 
  that can be added to 
  any Creature with at 
  least 3 Intelligence. 
  Gains the ‘fire’ subtype. 
  Gains Feat: Leadership. If 
  already has this feat, get a +2 
  bonus on Leadership score. 
  Immune to Stunning & Daze 
  effects. 
  Cha +4 
  CR +1 
  Lvl Adjustment +3 
  Overwhelming Passion – by touching an opponent with a melee or 
  touch attack, the opponent looses one Special Attack whose save 
  is based on Charisma (WillNeg, DC is Charisma-based).  The 
  lost ability is chosen by the Fire-Souled creature as long he/she 
  has seen it used & is lost for (Charisma modifier) rounds.   
  Usable once per day per 2 HD (minimum 1). 
  Haste, 1/day at Character level. 
  Inspiring – all allies within 10’ receive a +1 Morale bonus on all 
  attacks & skill check –and–  receive a +2 Morale bonus on saves 
  vs. Charm & Fear effects.  Active when creature is awake. 
   
  Saint 
  (an exalted representation of 
  the ideals of a Good Deity, 
  who makes a great sacrifice 
  and is rewarded) 
  (BoED p184) (DR324 p104)+ 
  Often surrounded by 
  a aura of light. 
  Can be applied to any 
  living creature of 
  Good alignment that 
  is not an Outsider or 
  Elemental. 
  Becomes a ‘Outsider (native)’ 
  Immune to Acid, Cold, 
  Electricity, & Petrification 
  Fire Resistance 10 
  +4 Racial bonus vs. Poison 
  Low-Light Vision 
  Darkvision 60’ 
  +2 DC to all special attacks, 
  spells, supernatural, spell-
  like, & extraordinary 
  abilities. 
  Con +2 
  Wis +2 
  Cha +4 
  Level Adjustment +2 
  CR +2 
  Tongues, always on. 
  Gain an Insight bonus to AC equal to the Saint’s Wisdom modifier 
  Holy Touch – the Saint’s melee attacks do +1d6 Holy damage vs. 
  Evil creatures (or +1d8 vs. Evil Undead or Evil Outsiders).  Any 
  Evil creature that attacks the Saint with a Natural Attack takes 
  the same amount of damage. 
  Able to cast Guidance, Resistance, Virtue, and Bless at will at 
  Character level. 
  Gain Fast Healing (HD/2). 
  Protective Aura – 20’ radius nimbus of light that can be activated 
  as a Free Action.  Acts as a double strength Magic Circle against 
  Evil and a Less Globe of Invulnerability. 
   
  HD 
  Damage Reduction 
   
  1-3 
  — 
   
  4-7 
  5 / magic 
   
  8-11 
  5 / evil 
   
  12+ 
  10 / evil 
   
  Sanctified 
  (an evil creature that 
  survived the spell Sanctify 
  the Wicked, becoming a 
  good creature that regrets the 
  evil it did in its previous life) 
  (BoED p186) 
  Often surrounded by 
  a aura of light. 
  Can be applied to any 
  Evil creature, except 
  for Outsiders. 
  Always Good. 
  Gains the ‘Good’ subtype & 
  looses incompatible 
  subtypes, such as ‘Evil’, 
  ‘Baatezu’, etc.  Also looses 
  the ‘Fiendish’ template, if 
  applicable. 
  Natural & wielded weapons 
  are considered ‘Good’. 
  Level Adjustment +2 
  CR +1 
  Tongues, always on. 
  Light Ray, once per round – ray attack with a range of 60’.  
  Causes 1d6 damage per 2 HD vs. Evil creatures only. 
  Looses all preexisting supernatural & spell-like abilities, and any 
  Vile Feats.  If  the creature had Damage Reduction that was 
  bypassed by ‘Good’, it is now bypassed by ‘Evil’. 
  Aura of Menace – any hostile creature within a 20’ radius receives 
  a –2 penalty on attacks, AC, & saves (WillNeg, DC is Charisma-
  based).  Effect lasts until the opponent has hit the Sanctified 
  creature, up to 1 day.  On a successful save –or– once the effect 
  has been broken, the creature is immune for 24 hours.  
  Magic Circle against Evil, always on.. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Deity Related Templates  
   
  Page 28 
  Representatives 
   
   
  Deity Representative 
  Templates 
  Description 
  Stats 
  Other Effects 
   
  Aleax 
  (when a Deity is particularly 
  mad at someone, he/she/it 
  makes a Construct that is a 
  copy of the offender and 
  uses it to deal with the 
  problem.  each Deity only 
  has one Aleax at a time) 
  (BoED p158) 
   
  Looks exactly the 
  same as its target, 
  except its eyes glow 
  gold or silver. 
  The copy can be 
  made of any 
  creature that a Deity 
  wishes to deal with. 
  Becomes a Construct. 
  Has d10 HD, plus a size-
  based HP bonus. 
  Low-Light Vision. 
  Darkvision 60’. 
  Fast Healing 5. 
  SR 10 + HD, or the target’s 
  SR if higher 
  Con — 
  CR +3 
  +1 Insight bonus to Initiative checks. 
  +2 Perfection bonus to AC. 
  Singular Enemy – only the Aleax’s target can effect it in any way.  
  Searing Light, once per round as a Standard Action. 
  Shapechange, at will.  A given Aleax usually has one or two forms 
  that are in line with the Deity it serves.  The Aleax keeps its 
  Extraordinary & Spell-Like abilities in its new form. 
  True Seeing, at will. 
  If the Aleax slays its target, the target’s spirit is immediately 
  brought to the Aleax’s Deity for judgment. 
  If the target slays the Aleax, the Deity can never send its Aleax 
  against the target again –and– the target gains +2 Wisdom, +1 
  Insight bonus to Initiative checks, +2 Perfection bonus to AC, & 
  Spell Resistance (10 + HD). 
   
  Monster of Legend 
  (a unique & divinely 
  enhanced member of its 
  species, usually on a mission 
  from a deity) 
  (MM2 p213) 
  (3.5up p35)+ 
  The ultimate version 
  of the base creature. 
  Can be applied to any 
  Animal, Magical 
  Beast, or Monstrous 
  Humanoid. 
  Becomes an ‘Outsider 
  (native)’ 
  If HD is less than a d8, the 
  creature now has a d8 HD. 
  Natural Armor improvement 
  of +5. 
  +3 bonus on all saving throws 
  Natural Attacks do the 
  following damage (if better 
  than the current damage): 
  Slam 
  Category 6 
  Bite 
  Category 6 
  Claw 
  Category 4 
  Gore  
  Category 3 
  Str +10 
  Dex +6 
  Con +10 
  Int +2 
  Wis +2 
  Cha +2 
  CR +7 
  Keeps all the Base Creature’s extraordinary, supernatural, & spell-
  like abilities. 
  Gains Feat: Multi-Attack & Feat: Improved Initiative. 
  Receives one of the following Special Attacks: 
  – Breath Weapon:  3d6 damage in a 15’ cone.  May do Acid, 
  Fire, Electrical, or Cold damage.  Usable every 1d4 rounds. 
  Reflex save for ½.  Constitution-based DC. 
  – Frightful Presence:  All creatures within 20’ that have fewer 
  HD than the Monster of Legend are Shaken when it roars, 
  growls, etc.  Effect lasts until target is more than 20’ away.  
  On a successful save, the target is immune for 24 hours.  
  Charisma-based DC. 
  – Poison:  Bite does 1d6 Str / 1d6 Str poison damage.  
  Constitution-based DC. 
  – Raging Blood:  Blood does Acid, Electrical, or Fire damage.  
  When injured by a Slashing or Piercing weapon, all 
  creatures within a 5’ cone take 1d4 damage (no save). 
  – Spells:  Casts spells a s a 5th level Cleric with Protection, 
  Strength, & War Domain spells on its list. 
  Receives two of the following Special Qualities: 
  – Damage Reduction 10 / magic. 
  – Enhanced Attributes:  +4 bonus to all the creature’s DC’s. 
  – Fast Healing 5. 
  – Greater Damage:  The damage from all natural attacks 
  improves by one category. 
  – Haste, always on. 
  – Immunities:  Immune to 2 of the following:  Acid, Electricity, 
  Fear, Poison, Polymorphing, Mind-Affecting Effects. 
  – Reflective Hide:  Spell Turning, always on. 
  – Regrow Limbs:  The creatures limb or head regrows in 1 rnd 
  – See in Darkness:  Can see normally through natural or 
  magical darkness. 
  – Spell Resistance 10 + ½ HD. 
  – Gains either ‘fire’ or ‘cold’ subtype. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Spell Templates  
   
  Page 29 
  Spell Templates 
   
  Spell Templates 
  Description 
  Stats 
  Other Effects 
   
  Living Spell 
  (an area-of-effect spell (like 
  a Fireball) that exists as an 
  ongoing effect and a living 
  creature)  
  (Eb p294)  (MM3 p91) 
  Can be applied to any 
  Arcane or Divine 
  spell(s) that creates 
  an Area of Effect 
  (i.e., not a targeted 
  spell) that is not 
  already a creature 
  (such as Summon 
  Monster). 
  Becomes an Ooze. 
  1d10 HD per Caster level 
  Str = 10 + spell level 
  Dex = 7 + spell level 
  Con = 10 + spell level 
  Int 
  — 
  Wis = 7 + spell level 
  Cha = 10 + spell level 
  Damage Reduction 10 / magic 
  Spell Resistance 10 + caster lvl
  Deflection bonus to AC = 
  spell level. 
  Resistance bonus to saves = 
  spell level. 
  CR = spell level + ½ caster lvl 
  Based on Caster level: 
   Caster level 
  Size 
  Base Slam Damage 
    
  1–6 
  Medium 
  1d4 
    
  7–12 
  Large 
  1d6 
    
  13+ 
  Huge 
  1d8 
  Slam attack also does 1 ½ Strength modifier damage & effects the 
  target with the Living Spell’s spell effects. 
  Based on Spell Range: 
    Range 
  Movement 
    
  Close 
  20’ 
    Medium 
  30’ 
    
  Long 
  40’ 
  Engulf – as a Standard Action the Living Spell may move to cover 
  as many targets as fit within its size.  It does not get to make 
  Slam attacks when Engulfing.  Each creature engulfed may make 
  an Attack of Opportunity –or– a Reflex save to be pushed out of 
  the way (DC = 10 + spell level + Charisma modifier).  Any 
  creature Engulfed is automatically Grappled and is effected by 
  the spell effect each round. 
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Index 
   
  Page 30 
  Index 
   
  A 
  Air Elemental Creature ................... 9 
  Alex............................................... 28 
  Anarchic ‘Unfinished’ Creature.... 11 
  Axiomatic ‘Perfect’ Creature........ 11 
  C 
  Captured One ................................ 22 
  Celestial Creature.......................... 11 
  Chimeric........................................ 24 
  Cold Elemental Creature................. 9 
  D 
  Death Knight................................. 17 
  E 
  Earth Elemental Creature................ 9 
  Effigy ............................................ 26 
  Elder Serpent................................. 27 
  F 
  Fetch................................................ 7 
  Fiendish Creature.......................... 11 
  Fire Elemental Creature .................. 9 
  Fire-Souled.................................... 27 
  G 
  Gheden............................................ 7 
  Ghost............................................. 17 
  Ghul ................................................ 8 
  H 
  Half-Air Elemental.......................... 2 
  Half-Celestial.................................. 3 
  Half-Doppelganger.......................... 5 
  Half-Dragon.................................... 4 
  Half-Earth Elemental ...................... 2 
  Half-Fey.......................................... 5 
  Half-Fiend........................................3 
  Half-Fire Elemental .........................2 
  Half-Golem – Brass.......................21 
  Half-Golem – Clay ........................21 
  Half-Golem – Dragonflesh ............21 
  Half-Golem – Flesh .......................21 
  Half-Golem – Iron .........................21 
  Half-Golem – Stained Glass ..........22 
  Half-Golem – Stone.......................22 
  Half-Illithid....................................22 
  Half-Janni ........................................4 
  Half-Minotaur..................................5 
  Half-Nymph.....................................5 
  Half-Ogre.........................................6 
  Half-Rakshasa..................................4 
  Half-Satyr ........................................5 
  Half-Scrag........................................6 
  Half-Troll.........................................6 
  Half-Water Elemental......................2 
  Horrid.............................................24 
  Huecuva.........................................19 
  K 
  Katane..............................................8 
  L 
  Lich................................................17 
  Living Spell ...................................29 
  Lycanthrope...................................13 
  M 
  Magebred.......................................24 
  Monster of Legend.........................28 
  N 
  Nameless........................................14 
  P 
  Pseudonatural.................................12 
  R 
  Ravening........................................14 
  Riddled ..........................................14 
  S 
  Sacred Watcher..............................20 
  Saint...............................................27 
  Sanctified.......................................27 
  Shadow Creature ...........................10 
  Skeleton.........................................16 
  Spell Stitched.................................19 
  Spellhoarding.................................14 
  Spellwarped...................................24 
  Swordwraith ..................................19 
  T 
  Tauric ............................................24 
  Ti-Khana........................................25 
  Titanic............................................26 
  V 
  Vampire.........................................18 
  Voidmind.......................................23 
  W 
  Wandering .....................................14 
  Warbeast........................................25 
  Water Elemental Creature ...............9 
  Wendigo ........................................15 
  Wood Elemental Creature .............10 
  Woodling.......................................25 
  Y 
  Yellow Musk Zombie....................23 
  Z 
  Zombie ..........................................16 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Templates 
   
  April 1, 2005 
   
   
  Appendix 
   
  Page 31 
  Appendix 
   
  Revision History 
   
  November 11, 2003 
  – Start of D&D 3.5 Edition. 
   
   
  Added Monster Manual v.3.5, Manual of the Planes, & appropriate parts of D&D v.3.5 Accessory Update. 
  March 12, 2004 
  – Added Monster Manual 2 & appropriate parts of D&D v.3.5 Accessory Update. 
   
   
  Added Complete Warrior & the Book of Exalted Deeds. 
   
   
  Added Dragon #309 – Dragon #313. 
  November 12, 2004 
  – Added Eberron Campaign Setting. 
   
   
  Added Monster Manual 3.  Change the abbreviation of Monster Manual v3.5 from “MM3.5” to “MM” to avoid confusion with “MM3” 
   
   
  Added Dragon #314 & #325. 
  April 1, 2005 
  – Added Complete Arcane. 
   
   
  Change the abbreviation of Player’s Handbook v3.5 from “PH3.5” to “PH”. 
   
   
  Change the abbreviation of Dungeonmaster’s Guide v3.5 from “DMG3.5” to “DMG”. 
   
   
  Damage Category Table 
   
   
  Category 
  Fine 
  Diminutive 
  Tiny 
  Small 
  Medium 
  Large 
  Huge 
  Gargantuan 
  Colossal 
  3 
  1 
  1 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  1d10 
  4 
  — 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  3d6 
  6 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  3d6 
  4d6 
   
   
   
  Key to Sourcebooks 
   
   
  PH 
  – 
  Player’s Handbook v.3.5 
  DMG 
  – 
  Dungeon Master’s Guide v.3.5 
  MM 
  – 
  Monster Manual v.3.5 
  MM3 
  – 
  Monster Manual 3 
   
   
   
  CWar 
  – 
  Complete Warrior 
  CDiv 
  – 
  Complete Divine 
  CArc  
  – 
  Complete Archive 
   
   
   
  BoED 
  – 
  Book of Exalted Deeds 
  UA 
  – 
  Unearthed Arcana 
   
   
   
  FR 
  – 
  Forgotten Realms Campaign Setting 
  MoF 
  – 
  Magic of Faerûn 
  UE 
  – 
  Unapproachable East 
  LoD 
  – 
  Lords of Darkness 
  RoF 
  – 
  Races of Faerûn 
  SM 
  – 
  Silver Marches 
  Und 
  – 
  Underdark 
  PGF 
  – 
  Player’s Guide to Faerûn 
   
   
   
  DR### 
  – 
  Dragon Magazine (with issue number) 
  DU## 
  – 
  Dungeon Magazine (with issue number) 
   
  3.5up 
  – 
  D&D v.3.5 Accessory Update 
  – 
  http://www.wizards.com/dnd/files/DnD35_update_booklet.zip 
  PH3.5e 
  – 
  Player’s Handbook v.3.5 Errata 
  – 
  http://www.wizards.com/dnd/files/PHB_Errata09242003.zip 
  PGFe 
  – 
  Player’s Guide to Faerûn Errata 
  – 
  http://www.wizards.com/dnd/files/PgtF_Errata07192004.zip 
  CDivErrata 
  – 
  Complete Divine Errata 
  – 
  http://www.wizards.com/dnd/files/CompDiv_Errata09102004.zip  
  EbErrata 
  – 
  Eberron Errata 
  – 
  http://www.wizards.com/dnd/files/Eberron_Errata10222004.zip 
   
  Note:  If a Key reference is followed by a “+”, then it is partially superseded the entry above it. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/DnD3.5Indexes/DnD3.5Index-Templates.pdf