Simple Creature Templates in Syrik | World Anvil

Simple Creature Templates

Simple: Aerial

An aerial creature is one tied to the soaring skies of the elemental plane of air and the greater powers of wind, storm, and thunder, touched by the domains of the aerial lords these creatures are representations of the great tempest storm of their home plane. An aerial creature increases its CR by one once it reaches 5 Hit Dice or more.   An aerial creature can only be applied to a Beast, Monstrosity, or Plant; however, regardless of type, an aerial creature gains the following benefits:
  • Senses: An aerial creature gains 60 feet of Darkvision if it did not already have it, or increases its already existing Darkvision by 30 feet.
  • Movement: An aerial creature gains a Fly speed equal to its base Walk speed. This fly speed increases by 10 feet at 5 HD and again at 11 HD.
  • Defensive Abilities: An aerial creature gains Damage Reduction and Resistance based upon its Hit Dice, as shown on the table below.
  • Weaknesses: An aerial creature becomes Vulnerable to Acid damage.
  • Attacks: An aerial creatures natural attacks deal Lightning or Thunder damage on each hit, as shown on the table below.
  • Shock: An aerial creature of at least 5 HD can as an Action unleash a shocking burst of electricity from its body at a creature that it can see within 60 feet. The aerial creature makes a ranged martial attack against their target, on hit, the target suffers a number of d6s in Lightning damage equal to its Proficiency bonus.

Table: Aerial Creature Features

HD Resistances DR Attacks
1-4 Lightning -- 1 point of Lightning or Thunder damage.
5-10 Lightning and Thunder 2/Physical 1d6 points of Lightning or Thunder damage.
11+ Immune to Lightning, Resist Thunder 5/Physical 1d10 points of Lightning or Thunder damage.

Simple: Anarchic

An anarchic creature is one marked by the roiling chaos of creation and the greater powers of primordial beginnings, touched by the domains of the chaotic planes these creatures hold but a taste of the raw power of true proteans. An anarchic creature increases its CR by one once it reaches 5 Hit Dice or more.   An anarchic creature can only be applied to a Beast, Monstrosity, or Plant; however, regardless of type, an anarchic creature gains the following benefits:
  • Senses: An anarchic creature gains 60 feet of Darkvision if it did not already have it, or increases its already existing Darkvision by 30 feet.
  • Defensive Abilities: An anarchic creature gains Damage Reduction and Resistance based upon its Hit Dice, as shown on the table below.
  • Spell Resistance: An anarchic creature potentially gains Magic Resistance and Spell Resistance (SR), based upon its Hit Dice, as shown on the table below.
  • Primordial Smite: An anarchic creature can as a Bonus Action lay down roiling destruction upon a creature that it has just dealt damage to, that creature suffers a number of d8s in additional Force damage equal to half of the anarchic creature’s Proficiency bonus. The anarchic creature can use this feature a number of times equal to its Proficiency bonus, regaining spent uses after completing a Long Rest.

Table: Anarchic Creature Defenses

HD Resistances DR SR
1-4 Acid, Lightning, or Thunder -- --
5-10 Two of Acid, Lightning, or Thunder 2/Physical Spell Resistance
11+ Acid, Lightning, and Thunder 5/Physical Spell Resistance and Magic Resistance

Simple: Aqueous

An aqueous creature is one tied to the roiling depths of the elemental plane of water and the greater powers of ice, sea, and waves, touched by the domains of the oceanic lords these creatures are representations of the great tidal sea of their home plane. An aqueous creature increases its CR by one once it reaches 5 Hit Dice or more.   An aqueous creature can only be applied to a Beast, Monstrosity, or Plant; however, regardless of type, an aqueous creature gains the following benefits:
  • Senses: An aqueous creature gains 60 feet of Darkvision if it did not already have it, or increases its already existing Darkvision by 30 feet.
  • Movement: An aqueous creature gains a Swim speed equal to double its base Walk speed.
  • Defensive Abilities: An aqueous creature gains Damage Reduction and Resistance based upon its Hit Dice, as shown on the table below.
  • Weaknesses: An aqueous creature becomes Vulnerable to Fire damage.
  • Attacks: An aqueous creatures natural attacks deal Cold damage on each hit, as shown on the table below.
  • Icicle: An aqueous creature of at least 5 HD can as an Action unleash a blast of frigid water from its body at a creature that it can see within 60 feet. The aqueous creature makes a ranged martial attack against their target, on hit, the target suffers a number of d6s in Cold damage equal to its Proficiency bonus.
  • Waterbreathing: An aqueous creature gains the ability to breathe in water.

Table: Aqueous Creature Features

HD Resistances DR Attacks
1-4 Cold -- 1 point of Cold damage.
5-10 Cold 2/Physical 1d6 points of Cold damage.
11+ Immune to Cold 5/Physical 1d10 points of Cold damage.

Simple: Axiomatic

An axiomatic creature is one marked by the orderly halls of creation and the greater powers of cosmic laws, touched by the domains of the lawful planes these creatures hold but a taste of the raw power of true axiomite. An axiomatic creature increases its CR by one once it reaches 5 Hit Dice or more.   An axiomatic creature can only be applied to a Beast, Monstrosity, or Plant; however, regardless of type, an axiomatic creature gains the following benefits:
  • Senses: An axiomatic creature gains 60 feet of Darkvision if it did not already have it, or increases its already existing Darkvision by 30 feet.
  • Defensive Abilities: An axiomatic creature gains Damage Reduction and Resistance based upon its Hit Dice, as shown on the table below.
  • Spell Resistance: An axiomatic creature potentially gains Magic Resistance and Spell Resistance (SR), based upon its Hit Dice, as shown on the table below.
  • Orderly Smite: An axiomatic creature can as a Bonus Action lay down swift justice upon a creature that it has just dealt damage to, that creature suffers a number of d8s in additional Force damage equal to half of the anarchic creature’s Proficiency bonus. The axiomatic creature can use this feature a number of times equal to its Proficiency bonus, regaining spent uses after completing a Long Rest.

Table: Axiomatic Creature Defenses

HD Resistances DR SR
1-4 Acid, Lightning, or Thunder -- --
5-10 Two of Acid, Lightning, or Thunder 2/Physical Spell Resistance
11+ Acid, Lightning, and Thunder 5/Physical Spell Resistance and Magic Resistance

Simple: Celestial

A celestial creature is one marked by the high heavens and the greater powers of good, touched by the domains of the upper planes these creatures hold but a taste of the raw power of true celestials. A celestial creature increases its CR by one once it reaches 5 Hit Dice or more.   A celestial creature can only be applied to a Beast, Monstrosity, or Plant; however, regardless of type, a celestial creature gains the following benefits:
  • Senses: A celestial creature gains 60 feet of Darkvision if it did not already have it, or increases its already existing Darkvision by 30 feet.
  • Defensive Abilities: A celestial creature gains Damage Reduction and Resistance based upon its Hit Dice, as shown on the table below.
  • Spell Resistance: A celestial creature potentially gains Magic Resistance and Spell Resistance (SR), based upon its Hit Dice, as shown on the table below.
  • Holy Smite: A celestial creature can as a Bonus Action lay down righteous fury upon a creature that it has just dealt damage to, that creature suffers a number of d8s in additional Radiant damage equal to half of the celestial creature’s Proficiency bonus. The celestial creature can use this feature a number of times equal to its Proficiency bonus, regaining spent uses after completing a Long Rest.

Table: Celestial Creature Defenses

HD Resistances DR SR
1-4 Acid, Cold, or Lightning -- --
5-10 Two of Acid, Cold, or Lightning 2/Physical Spell Resistance
11+ Acid, Cold, and Lightning 5/Physical Spell Resistance and Magic Resistance

Simple: Chthonic

A chthonic creature is one tied to the stony depths of the elemental plane of earth and the greater powers of rock, stone, and minerals, touched by the domains of the tectonic lords these creatures are representations of the vast cavernous hold of their home plane. A chthonic creature increases its CR by one once it reaches 5 Hit Dice or more.   A chthonic creature can only be applied to a Beast, Monstrosity, or Plant; however, regardless of type, a chthonic creature gains the following benefits:
  • Senses: A chthonic creature gains 120 feet of Darkvision if it did not already have it, or increases its already existing Darkvision by 30 feet.
  • Movement: A chthonic creature gains a Burrow speed equal to its base Walk speed.
  • Defensive Abilities: A chthonic creature gains Damage Reduction and Resistance based upon its Hit Dice, as shown on the table below.
  • Weaknesses: A chthonic creature becomes Vulnerable to Thunder damage.
  • Attacks: A chthonic creatures natural attacks deal Acid damage on each hit, as shown on the table below.
  • Earthen Grasp: A chthonic creature of at least 5 HD can as an Action unleash a blast of acidic earth from its body at a creature that it can see within 60 feet. The chthonic creature makes a ranged martial attack against their target, on hit, the target suffers a number of d6s in Acid damage equal to its Proficiency bonus.

Table: Chthonic Creature Features

HD Resistances DR Attacks
1-4 Acid -- 1 point of Acid damage.
5-10 Acid 2/Physical 1d6 points of Acid damage.
11+ Immune to Acid 5/Physical 1d10 points of Acid damage.

Simple: Fey-Touched

A fey-touched creature is one touched by the Feywild, born of the realm of fey, these beings are striking in appearance, though not too unlike their mortal counterparts, they are particularly capricious in nature, and are able to move with the ease granted to them by their fey homeworld. A fey-touched creature increases its CR by one once it reaches 5 Hit Dice or more.   A fey-touched creature can only be applied to a Beast, Monstrosity, or Plant; however, regardless of type, a fey-touched creature gains the following benefits:
  • Senses: A fey-touched creature gains 60 feet of Darkvision if it did not already have it, or increases its already existing Darkvision by 30 feet.
  • Defensive Abilities: A fey-touched creature gains Damage Reduction and Resistance based upon its Hit Dice, as shown on the table below.
  • Spell Resistance: A fey-touched creature potentially gains Magic Resistance and Spell Resistance (SR), based upon its Hit Dice, as shown on the table below.
  • Nature’s Stride: A fey-touched creature ignores difficult terrain, magical or otherwise, and increases all form of movement that it possesses by 10 feet.
  • Fey Jaunt: Once a fey-touched creature reaches 5 Hit Dice or more, a fey-touched creature can as a Bonus Action teleport up to 20 x its Proficiency bonus in feet.
  • Vanish: Once a fey-touched creature reaches 5 Hit Dice or more, a fey-touched creature can as a Bonus Action turn Invisible until the end of their next turn. A fey-touched creature can use this feature a number of times equal to its Proficiency bonus.

Table: Fey-Touched Creature Defenses

HD Resistances DR SR
1-4 -- -- --
5-10 non-cold iron Physical 2/Physical Spell Resistance
11+ non-cold iron Physical and one other 5/Physical Spell Resistance and Magic Resistance

Simple: Fiendish

A fiendish creature is one marked by the lower hells and the greater powers of evil, touched by the domains of the lower planes these creatures hold but a taste of the raw power of true fiends. A fiendish creature increases its CR by one once it reaches 5 Hit Dice or more.   A fiendish creature can only be applied to a Beast, Monstrosity, or Plant; however, regardless of type, a fiendish creature gains the following benefits:
  • Senses: A fiendish creature gains 60 feet of Darkvision if it did not already have it, or increases its already existing Darkvision by 30 feet.
  • Defensive Abilities: A fiendish creature gains Damage Reduction and Resistance based upon its Hit Dice, as shown on the table below.
  • Spell Resistance: A fiendish creature potentially gains Magic Resistance and Spell Resistance (SR), based upon its Hit Dice, as shown on the table below.
  • Unholy Smite: A fiendish creature can as a Bonus Action lay down hateful wrath upon a creature that it has just dealt damage to, that creature suffers a number of d8s in additional Necrotic damage equal to half of the fiendish creature’s Proficiency bonus. The fiendish creature can use this feature a number of times equal to its Proficiency bonus, regaining spent uses after completing a Long Rest.

Table: Fiendish Creature Defenses

HD Resistances DR SR
1-4 Acid, Cold, or Fire -- --
5-10 Two of Acid, Cold, or Fire 2/Physical Spell Resistance
11+ Acid, Cold, and Fire 5/Physical Spell Resistance and Magic Resistance

Simple: Fiery

A fiery creature is one tied to the broiling hearth of the elemental plane of fire and the greater powers of heat, magma, and flame, touched by the domains of the cinder lords these creatures are representations of the charcoal wastes of their home plane. A fiery creature increases its CR by one once it reaches 5 Hit Dice or more.   A fiery creature can only be applied to a Beast, Monstrosity, or Plant; however, regardless of type, a fiery creature gains the following benefits:
  • Senses: A fiery creature gains 60 feet of Darkvision if it did not already have it, or increases its already existing Darkvision by 30 feet. Additionally, a fiery creature gains Ashsight out to 30 feet, allowing it to see through obscuring ash and smoke out to this range.
  • Movement: A fiery creature increases its Walk speed by 10 feet.
  • Defensive Abilities: A fiery creature gains Damage Reduction and Resistance based upon its Hit Dice, as shown on the table below.
  • Weaknesses: A fiery creature becomes Vulnerable to Cold damage.
  • Attacks: A fiery creatures natural attacks deal Fire damage on each hit, as shown on the table below.
  • Fireblast: A fiery creature of at least 5 HD can as an Action unleash a blast of fire from its body at a creature that it can see within 60 feet. The fiery creature makes a ranged martial attack against their target, on hit, the target suffers a number of d6s in Fire damage equal to its Proficiency bonus.

Table: Fiery Creature Features

HD Resistances DR Attacks
1-4 Fire -- 1 point of Fire damage.
5-10 Fire 2/Physical 1d6 points of Fire damage.
11+ Immune to Fire 5/Physical 1d10 points of Fire damage.

Simple: Shade

A shade creature is one tied to the unending darkness of the shadowfell and the greater powers of darkness, despair, and night, touched by the domains of the gloom lords these creatures are representations of the fell reality of their home plane. A shade creature increases its CR by one once it reaches 5 Hit Dice or more.   A shade creature can only be applied to a Beast, Monstrosity, or Plant; however, regardless of type, a shade creature gains the following benefits:
  • Senses: A shade creature gains 120 feet of Darkvision if it did not already have it, or increases its already existing Darkvision by 30 feet.
  • Movement: A shade creature increases its Walk speed by 10 feet.
  • Defensive Abilities: A shade creature gains Damage Reduction and Resistance based upon its Hit Dice, as shown on the table below.
  • Weaknesses: A shade creature becomes Vulnerable to Radiant damage.
  • Attacks: A shade creatures natural attacks deal Cold or Necrotic damage on each hit, as shown on the table below.
  • Felltouch: A shade creature of at least 5 HD can as an Action unleash a grasping shadow tendril from its body at a creature that it can see within 60 feet. The shade creature makes a ranged martial attack against their target, on hit, the target suffers a number of d6s in Cold or Necrotic damage equal to its Proficiency bonus.
  • Shadow Jaunt: A shade creature of at least 5 HD can as a Bonus Action teleport up to 60 feet to a place of dim-light or darkness.
  • Sunlight Sensitivity: While in sunlight, the shade creature has Disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Table: Shade Creature Features

HD Resistances DR Attacks
1-4 Necrotic -- 1 point of Cold or Necrotic damage.
5-10 Necrotic and Cold or Lightning 2/Physical 1d6 points of Cold or Necrotic damage.
11+ Immune to Necrotic, Resistance to Cold and Lightning 5/Physical 1d10 points of Cold or Necrotic damage.

Simple: Spiritual

A spiritual creature is tied to nature itself, bound as its guardian, these entities are embodiments of primal power and, while they are not as powerful as their kami kin, they are able guardians still. A spiritual creature increases its CR by one once it reaches 5 Hit Dice or more.   A spiritual creature can only be applied to a creature of the Beast, Monstrosity, or Plant type; however, regardless of type, a spiritual creature gains the following benefits:
  • Senses: A spiritual creature gains 60 feet of Darkvision if it did not already have it, or increases its already existing Darkvision by 30 feet.
  • Defensive Abilities: A spiritual creature gains Damage Reduction and Resistance based upon its Hit Dice, as shown on the table below.
  • Spell Resistance: A spiritual creature potentially gains Magic Resistance and Spell Resistance (SR), based upon its Hit Dice, as shown on the table below.
  • Bound Magic: A spiritual creature can cast the Dancing Lights, Druidcraft, and Thorn Whip cantrips at will, and can cast the Color Spray and Faerie Fire spells once each. At 5 HD, the spiritual creature gains the ability to cast the Enthrall and Invisibility (self only) spells once each. Finally at 11 HD, the spiritual creature gains the ability to cast the Hypnotic Pattern spell once. A spiritual creature regains all expended spells after completing a Long Rest. A spiritual creature’s spellcasting ability modifier for these spells is the higher of its Wisdom or Charisma.

Table: Spiritual Creature Defenses

HD Resistances DR SR
1-4 Acid, Fire, or Lightning -- --
5-10 Two of Acid, Fire, or Lightning 2/Physical Spell Resistance
11+ Acid, Fire, and Lightning 5/Physical Spell Resistance and Magic Resistance

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