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Brood Spawn Template

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The Ziggurat

The Ziggurat

Atk Options Power Attack Special Actions breath weapon Spell-Like Abilities (CL 7th): 1/day—sleet storm 3/day—darkness Abilities Str 27, Dex 8, Con 17, Int 6, Wis 12, Cha 11 Feats Abominable FormB, Improved Critical (claw)B, Power

AttackB, Toughness, Weapon Focus (greatclub), Willing

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DeformityB Skills Concentration +12, Hide +5, Intimidate +10, Listen +11,

Move Silently +9, Spot +11 Light Sickness (Ex) Brood spawn are sickened whenever they are in the area of a light spell or similar effect.

When in natural sunlight, they are slowed (as the spell).

Brood spawn are treated as undead when targeted by spells that deal damage based on light, such as searing light and sunburst. Sonic Vulnerability (Ex) Brood spawn take half again as much (+50%) damage as normal from sonic attacks, regardless of whether a saving throw is allowed, or if the save is a success or failure. Ice Step (Ex) Brood spawn ignore all movement penalties associated with snow or ice on the ground. They always succeed on Balance checks against effects caused by ice or spells or special abilities that have the cold descriptor. Breath Weapon (Su) 30 ft. cone, once per day, 4d6 cold plus brood fever, Refl ex DC 16 half and negates disease.

“Brood spawn” is an acquired template that can be added to any corporeal creature except for an undead (referred to hereafter as the base creature).

Size and Type: The creature’s type changes to outsider with the native subtype. The creature loses all other subtypes. The creature’s size remains unchanged.

Hit Dice: Change all the base creature’s racial Hit Dice to d8s. The base creature’s Hit Dice increase by 3. Do not change class HD.

Challenge Rating: Depends upon the base creature’s original Hit Dice, as follows:

Hit Dice Challenge Rating

1–3 4 4–6 5 7–9 7 10–12 9 13–15 11 16–18 13 19–21 15 22 or more 17

Alignment: Always chaotic evil.

Armor Class: The base creature’s natural armor bonus increases by 4.

Speed: A brood spawn’s land speed increases by 20 feet. The speeds for other movement modes are unchanged.

Attacks: A brood spawn retains all the natural weapon attacks of the base creature and also gains two claw attacks and a bite attack if it didn’t already have them. The bite attack is a secondary natural attack. Brood spawn lose all weapon profi ciencies (and the benefi ts of feats related to weapon use) and use their natural weapons instead.

Damage: A brood spawn has two claws and a bite attack. If the base creature does not have these attack forms, use the appropriate damage values from the table below according to the creature’s size.

Claw Bite Cold Size Damage Damage Damage

Fine 1 1 1 Diminutive 1d3 1d2 1 Tiny 1d4 1d3 1d4 Small 1d6 1d4 1d4 Medium 1d8 1d6 1d6 Large 2d6 1d8 1d6 Huge 2d8 2d6 2d6 Gargantuan 3d6 2d8 2d6 Colossal 4d6 3d6 2d6

Attack Options: A brood spawn loses all the attack options of the base creature and gains the attack option described below.

Icy Touch (Ex): All of a brood spawn’s natural attacks deal extra cold damage. Use the appropriate value from the table above according to the creature’s size.

Special Actions: A brood spawn loses all the special actions of the base creature and gains the special action described below.

Breath Weapon (Su): Once per day, a brood spawn can breathe a cone of freezing dark vapor. Those caught in the cone take cold damage and contract brood fever. A successful Refl ex save (DC 10 + 1/2 brood spawn’s Hit Dice + brood spawn’s Con modifier) halves the damage and resists the disease. This breath weapon also extinguishes any natural light sources and dispels magical light sources beneath 3rd level. The size and damage dealt by this cone depends upon the base creature’s original Hit Dice, as follows:

Hit Dice Cone Length Damage

1–2 15 ft. 1d6 3–4 15 ft. 2d6 5–6 15 ft. 3d6 7–9 30 ft. 4d6 10–12 30 ft. 6d6 13–15 30 ft. 8d6 16–19 45 ft. 10d6 20 or more 45 ft. 13d6

Spell-Like Abilities: A brood spawn that has an Intelligence or Wisdom of 8 or higher has one or more spell-like abilities, depending on its adjusted Hit Dice (after the application of the template), as indicated on the table below. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s adjusted Hit Dice, and the save DC is Charisma-based.

HD Abilities

4–6 darkness 3/day 7–9 sleet storm 10–12 wall of ice 3/day 13–15 enervation, dispel magic 16–18 deeper darkness 3/day, ice storm 19–21 cone of cold 22–24 greater dispel magic 3/day 25 or more polar ray

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